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Returning 35 results for 'Chapter 3: Fireball'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Chapter 3: Fireball Residents of Trollskull Alley are shaken by a loud whoosh, rattling windows, and the screams of city folk. A fireball spell has just detonated in the street, and the neighborhood
fireball goes off early in the morning, at a time when all the characters are in Trollskull Manor. Read aloud the following text to set the scene: Windows rattle as the roar of an explosion fills Trollskull
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Chapter 3: Cursed Shipwreck This chapter assumes the characters come here before Seagrow Caves and are still 1st level. It also includes instructions to scale up the danger in combat encounters if the characters complete chapter 2, âSeagrow Caves,â before coming here and are now 2nd level.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Chapter 3: DMâs Toolbox Noor Rahman A Blob of Annihilation attacks Sharn, the City of Towers, in the world of Eberron Whereas chapters 1 and chapter 2 teach the essentials of being a Dungeon Master
, this chapter provides advice on topics that can surface as you prepare or run a D&D game session, as well as rules for adventure elements ranging from chases and doors to traps. It also includes guidance on creating new backgrounds, creatures, magic items, and spells to amuse your players.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chapter 3: Player Options At Acquisitions Incorporated, no one ever asks, âShould it be done?â Instead they ask, âHow can it be done â and then how do we turn what weâve done into cold, hard cash
operations epitomizes the all-inclusive nature of an Acq Inc campaign. No matter what your favorite type of character, thereâs something for you in this chapter. Or, if you like, you can engage with
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Chapter 3: Dragon Hatchery After his experience in captivity, Leosin needs several days to recover. When heâs healthy again, he intends to travel north to Elturel to convey what heâs learned to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Chapter 3: Thither Thither is a sprawling fey woodland with a decaying core. With each passing day, Granny Nightshadeâs presence eats away at the forestâs trees and taints its denizens. The rot
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Chapter 3: Giant Adventures Diancastraâs divine nature was not revealed to me until our second meeting, when she helped me put an end to a cult dedicated to Elemental Evil and its leader, a truly
vicious cloud giant. I think she appreciated what our fists together could do!
âBigby
This chapter, intended for the Dungeon Master, is full of tables and inspiration you can use to build encounters
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 3: Bestiary Within this bestiary, you will find game statistics and lore for nearly one hundred monsters suitable for any D&D campaign. Many of these monsters, such as the froghemoth and the
variants of the monsters discussed in chapter 1. This chapter is a continuation of the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, read the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 3: Treacherous Salvage The characters escaped their endangered world with the help of Captain Sartell and her ship, the Moondancer, and ran afoul of an astral elf ship called a star moth
ringer, a horrific predator disguised as a human. Wreck of the Lucent Edict This chapter veers into science-fiction horror. If one or more of your players donât like that genre, tone down the gore and the creepy monsters.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Chapter 3: The Outlands The Outlands are a plane of concordant oppositionâa disk-shaped plane of perfect neutrality at the center of the Outer Planes. Anything and everything can flourish on the
sculpted in the likenesses of gods, moldy caverns ruled by sapient fungi, bottomless seas, and anything else that makes for great adventures. This chapter provides information for the Dungeon Master about
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 3: Spells Many of the character classes in the Playerâs Handbook harness magic in the form of spells. This chapter provides new spells for those classes, as well as for spellcasting monsters
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Chapter 3: Creating Adventures Creating adventures is one of the greatest rewards of being a Dungeon Master. Itâs a way to express yourself, designing fantastic locations and encounters with monsters
published adventures, youâll find advice in this chapter to help you create a fun and memorable experience for your players. Creating an adventure involves blending scenes of exploration, social
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. Adventurers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 3: Balance Dice are a reliable way to randomize a variety of gameplay elements. Throughout its history, Dungeons & Dragons has relied on dice to do everything from creating encounters with
different from rolling dice? And how can Dungeon Masters make interesting use of those differences?
This chapter addresses some of the unique randomizing elements cards can provide, even for a game that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 3 Summary Chapter 3 takes place on the Astral Plane. The characters learn that the second rod piece is in the wreckage of a spelljamming ship called the Lambent Zenith. The ship was carrying
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapter 3: DMâs Toolbox
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chapter 3: Sunblight Adventurers race against time to stop Xardorok Sunblight from unleashing terror upon Ten-Towns. Sequestered among the crags of the Spine of the World is a grim fortress hewn out
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 3: Avernus Guided by Lulu the hollyphant and discoveries made in Elturel, the characters trek across Avernus, the first layer of the Nine Hells, to recover the Sword of Zariel and free
Elturel from its chains. Navigating the wastelands of Avernus might seem like a difficult proposition, but thankfully the characters have the map given to them by Sylvira Savikas in chapter 1. For more
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Chapter 3: Character Classes ANDREA PIPARO The heroes Mercion, Molliver, Strongheart, and Ringlerun
protect a portal to another plane from diabolical invaders Character class provides a
characterâs most exciting capabilities. This chapter offers twelve classes, each of which contains four subclassesâall summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 3: Dragon Hatchery After his experience in captivity, Leosin needs several days to recover. When heâs healthy again, he intends to travel north to Elturel to convey what heâs learned to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 3: The Darklake Though its name might evoke images of a single subterranean body of water, the Darklake is a network of underground rivers, natural tunnels, and canals that connect
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 3: The Spiderâs Web Once the characters have dealt with Iarno âGlasstaffâ Albrek, theyâll likely want to find Wave Echo Cave and confront the Spider. So far, the characters havenât learned
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Chapter 3: Construction of Horrors You can expand the charactersâ exploration of the Tomb of Horrors construction site in a number of ways.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 3: Dwarves and Duergar To impartial observers, the tale of the ancient war between dwarves and duergar is at its heart a tragedy, the story of a people turned against each other by
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Chapter 3: When Home Burns The characters come to the village of Vogler to attend the funeral of a friend and to participate in the Kingfisher Festival, a local tradition. During the festival, a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Chapter 3: Construction of Horrors The Tomb of Horrors is one of the most legendary dungeons in the multiverse. Shaped by the demilich Acererak as a testing ground for would-be heroes â and as a






