Travel
Travelers in the Realms might use interesting modes of transport.
Travelers in the Realms might use interesting modes of transport.
This chapter includes many adventures set in the Forgotten Realms. These adventures follow the format of the adventure examples in the Dungeon Master’s Guide. As in the Dungeon Master’s Guide, these adventures are organized by level, with adventures for level 1 characters first, followed by adventures for characters of higher levels. To help you find the right adventure for your party, the…
Wondrous Item, legendary (requires attunement) By using a command word while holding this pearl, you can cast the Teleport spell from it. Once this property is used, it can’t be used again until the next dawn.
Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses.
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the Initiative order from the start of the next round onwards. Spell Tags: Chronomancy Available For: Bard (Legacy), Sorcerer (Legacy), Wizard (Legacy), Bard, Sorcerer, Wizard, Warlock - Future You Patron
One year ago, a mysterious patron hired the siblings Caset and Chase to breach the Iron Vault of the Great Library of Greyhawk and recover a forbidden tome titled The Liminal Seal: Manipulations of the Imprisoned Soul. Their heist was thwarted, and the siblings avoided prison. Soon after, Caset and Chase became entangled in the investigation into the murder of Anton Palmirian, a member of the…
Should the characters be revealed as time travelers, Netherese might be less surprised than the characters assume. Magical travel of all kinds is pervasive among Netheril’s mages, so most Netherese would accept time travel as another form of magical experimentation. Reactions are likely to range from polite interest or intellectual curiosity among High Netherese to grudging acceptance or wary…
Wondrous Item, legendary (requires attunement) By using a command word while holding this pearl, you can cast the Teleport spell from it. Once this property is used, it can’t be used again until the next dawn.
Adventure for Level 6 Characters Situation. A discovery beneath the Blood of the Vine tavern in the village of Barovia has unleashed sinister magic, transforming the owners. Hook. Disguised as a human, Urwin Martikov (Medium Wereraven; see chapter 5) of the Blue Water Inn in Vallaki hires the characters to investigate why the Blood of the Vine tavern in the village of Barovia has closed,…
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that…
On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting. —Gundren Rockseeker, Dwarf Treasure Hunter Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw…
A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in the “ Playing the Game ”. During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace.
The group must move at a Slow pace if any group member’s Speed is reduced to half or less of normal.
The characters are contacted by Myrna Nor, a student of magic and wealthy heir. Myrna and her former colleague, Powell “the Owl” Niccam, have deduced the location of a hidden library built centuries ago by Lethchauntos, an infamous wizard. But Myrna and Powell have had a falling out. The library is believed to contain the Nathlum, a legendary book detailing deadly poisons and powerful spells.…
Lead Designer: Ron Lundeen Rules Developer: Makenzie De Armas Editors: Janica Carter (lead), Judy Bauer Art Directors: Emi Tanji (lead), Josh Herman Graphic Designer: Matt Cole (lead) Cover Illustrator: Aurore Folny Cartographer: Damien Mammoliti Illustrators: Alix Branwyn, Lake Hurwitz, Tyler Jacobson, Titus Lunter, Kieran Yanner Consultants: Shawn Banerjee, James Mendez Producers: Siera…
Set the scene, describe the venue layout, have Tarus and Hera explain their concerns, then continue:
Edwin VanCleef, the leader of the criminal organization known as the Defias Brotherhood, runs his operations from the abandoned mines beneath the town of Moonbrook. Though known as the Deadmines, these once-abandoned tunnels are far from dead, serving as the hub of the Brotherhood’s web of thievery, piracy, and murder. Prisoners of the Defias Brotherhood are forced to work in the mines, and a…
Adventurers have a long history in Faerûn. Children are told stories of great adventurers like Storm Silverhand, Drizzt Do’Urden, and Alias. While most people eventually put away their dreams of heroic adventure in favor of more practical matters, a few leave their homes to embark on a life of peril, hoping to become heroes who find great rewards. Individuals who suffer great tragedy in their…
Turtle Bay is a “Dirty Dozen”-style adventure, with the incarcerated characters being offered a chance to escape their lifetime prison sentences in exchange for helping Commander Arbeck investigate a mysterious ghost ship off the coast. After volunteering for the mission, their investigation is prematurely—and fatally—interrupted by an attack from the infamous, titular dragon turtle.
Nearly every major power of Faerûn has its own currency minted within its borders that represent both its influence and material wealth. Most coins of pure composition and standard weight are accepted across the continent, though not every city-state or nation bothers to mint every sort of coin. The standard used to set the weight and value of coins is Waukeen’s Golden Coin, a relic that lies on…
During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “ Combat ” later in this chapter. Marching Order The…
The characters wander into the mists, like so many unfortunate others before them. An individual important to all of them has gone missing, and the characters set out on their journey to find them in the dangerous land of Barovia. Upon arrival in Barovia, the characters find themselves in the company of Madam Eva, a Vistani fortune-teller. She tells them she knows why they’ve come, and she…
Type: Ammunition Cost: 1 GP Weight: 1 lb Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your…
The new rules presented in this adventure appear below, grouped together by rules type.
Lord Soth is the Dark Lord of the Dread Domain of Sithicus. He broods in his castle, tormented by his past and haunted by spirits who remind him of his failures. Recently, Soth’s rage has been awakened, and Sithicus deteriorated as a result. While his rage has been quelled, the aftereffects on the domain leave dangerous forces about that could still put Sithicus’s future in jeopardy. The witch…
Devas are emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve. Rather than literal correspondence from a god, a deva conveys an allegory or quest to mortals, tasking them with delivering something to its rightful place. While the angel might be called on in…
Wondrous Item, uncommon This wrist guard has a glittering red gem on it. Faint glyphs and words of domination in Infernal swim inside the gem. As a Magic action, you can exert your will over a creature you can see within 30 feet of you that has an Intelligence score of 3 or less. The creature must make a DC 13 Wisdom saving throw, or a DC 18 Wisdom saving throw if you are a Devil. Immunity to the…
History repeats itself. Long before humans had their Eras of Expansion and Descent, and even before the time of elves and dwarves, another civilization had risen and fallen. Where the dwarves of Stehlenwald live today once stood the seat of a nameless empire thought to have surpassed any to have arisen since. For centuries, it lived only in the mythologies of elves and dwarves. In some stories,…
“You have risen early to reach this beachside tavern in time for the start of a long shift. You’ve been hired as guards by a bride and groom who insisted their venue be kept under close watch during the day of their wedding. You have accepted the job, but are still unsure why such a happy occasion should require substantial security.” Arriving at the tavern, the party are greeted by the bride and…
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