Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'been begin danger content red'.
Other Suggestions:
been been dangers concept red
been behind dangers concept red
been being dangers concept red
been been dangers comment red
been been dangers continent red
Magic Items
Tyranny of Dragons
The Draakhorn was once the horn of Tiamat’s ancient red dragon consort, Ephelomon, which she gave to the dragons to help them in their war against the giants. The Draakhorn is a signaling
drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to
Monsters
Thieves’ Gallery
":"bludgeoning"} bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature in multiple spheres takes this damage only once.Sofina is a Red Wizard of Thay, an elite
practitioner of magic with ties to Thay’s tyrannical magocracy. Sofina specializes in necromancy. Death magic and fear are both tools in her arsenal.
As Red Wizards are shunned outside Thay
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Dragon's Resistance"}): 1–2, acid (black or copper); 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or bronze); 9–10, poison
dragonshields are champions of their people. Almost all dragonshields begin life as normal kobold;kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon’s
Monsters
Tomb of Annihilation
ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area
city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N’baza, an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shape of an elf’s arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a
toward her house—and a sign of the demon lord’s disregard for the family’s rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans
races
travelling, observing and creating maps that guide others along safe paths.
All tarandus possess antlers that rise roughly a foot above their heads. Their dark-red noses can emit a gentle glow
, often used for reading maps in dim light or signalling danger to their allies. Tarandus fur ranges from deep brown to pure white, shifting with age, climate or diet. They usually wear simple outfits
Monsters
Quests from the Infinite Staircase
the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain.
Gardener’s Vigil. The Gardener senses when
the next round (losing initiative ties) to investigate.
Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars
Magic Items
Guildmasters’ Guide to Ravnica
hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
The creature exists for a duration
own senses.
Boros Keyrune (Rare). Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Trouble in Red Larch Red Larch is an excellent place for novice adventurers to begin their careers. Scenarios in this section provide 1st- through 3rd-level characters with the opportunity to learn
about Red Larch while dealing with local troubles. To unearth interesting rumors and find directions to potential adventure sites, the characters must explore Red Larch and interact with the citizens. Red Larch is described in chapter 2. See the “Trouble in Red Larch” entries for what the locals know.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Uni in Danger The adventure begins on a woodland trail on a bright, sunny day. Read or paraphrase the following to begin the adventure: A cacophony of shouts breaks the woods’ serenity. Through the
the unicorn is in danger! If there is good in your hearts, follow me!”
The winged figure is Willowbrush, a Sprite trying to save Uni. She flutters east through the woods toward the sounds of a struggle.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Lighthouse Keeper The lighthouse where the characters begin the adventure is manned by a retired officer named Major Ursa. The major (LG male human veteran) is a huge, barrel-chested man with a
bright red beard and a circlet of thin red-gray hair on his balding head. His usual garb is a gaudy red and yellow kilt with his warhammer and dagger hanging from a broad leather belt. The major now
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Warlock You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realm beyond.
— Xarren, herald of Acamar
danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Early Investigations Armed with a lead or two from their inquiries in Red Larch (and perhaps with clues from their personal calls to action), the characters can begin their search. Ask the players
following events in the adventure, employing scrying magic, or methodically searching the Sumber Hills. Some or all of the player characters might begin the adventure already in possession of useful
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
chapter 6 of this book is a good parallel to the classic adventure, The Village of Hommlet, and the various sites in and around Red Larch can easily be relocated to the surrounding Kron Hills to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave G via the stairs east of area K5 (see map K). If the characters approach from outside the cave, read the following boxed text aloud to begin: A foul
draft issues from this cave. Red strata intertwine with bulging black veins running through the hewn rock. A sinister crimson light dances deep in the cave.
The stench issues from the rotting ogre in area K2.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the adventurers at 1st level, begin with the “Trouble in Red Larch” rumors. When the party finishes the “Trouble in Red Larch” adventures, they reach 3rd level, and they’re ready to move on to the
Adventure in Red Larch Red Larch serves as the starting point for two different adventure narratives in this book. The clues and rumors provided by the NPCs in Red Larch depend on which phase of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Red Larch, so she suggests that the character should begin there. The journey from Phandalin to Triboar is about 140 miles eastward along the Triboar Trail. Another 200 miles south along the Long Road takes characters from Triboar to Red Larch.
“The Missing Delegation” in chapter 3). You can also skip the introductory adventures in chapter 6 and begin playing the main adventure with 3rd-level characters. If you previously ran Lost Mine of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their will. Unless these dragons meet significant resistance, they cement their power and begin reigns of terror that can last for centuries. Young Red Dragon Large Dragon (Chromatic), Chaotic Evil
Young Red Dragon Young red dragons number among the most unpredictable of their kind. They seek territories rich with treasures and potential followers, raiding, burning, and slaughtering to enforce
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Traveler You come from somewhere else, a place others couldn’t begin to understand. Perhaps your home is a unique corner of the Land of the Mists or another world entirely. In any case, you and other
as a danger. Such groups will hide you from the law or anyone searching for you, though they won’t risk their lives for you. Additionally, you can tell whether an object you can see and touch is from
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
An Uncertain Future Celebrations and enthusiasm fill Kalaman for days after the Dragon Army’s defeat, and its people begin to make hopeful plans for the future. Here are the plans of just a few of
the Northern Wastes. Darrett. With the danger of the Dragon Armies past for the moment, Darrett plans to travel to the city of Maelgoth, where he hopes to become a true member of the Knights of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tall Tales Some folks are content to merely listen to stories of giants and other enormous peoples and creatures. For others, these tall tales become the basis of their entire adventuring career
provides ideas for legends of—or encounters with—giant creatures that may have inspired your character to begin adventuring. Tall Tales d6 Tall Tale Connection 1 You stumbled into a giant castle in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
land must be wary of its twisted politics—rampant paranoia, a police-state mentality, and necromancers commanding the top of the social order—as much as the threats of the undead and Red Wizards that dwell here. Thay is a place filled with extraordinary danger.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
this land must be wary of its twisted politics — rampant paranoia, a police-state mentality, and necromancers commanding the top of the social order — as much as the threats of the undead and Red Wizards that dwell here. Thay is a place filled with extraordinary danger.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Adventure Hooks For characters who have not played Hoard of the Dragon Queen, the adventure can also begin by playing out another chapter before the Council of Waterdeep. The party could be summoned
event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or captured, simply replace them with new nonplayer characters here—or assume that they were
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rumors of Evil Red Larch is full of rumors about the missing delegation from Mirabar. It was a large, well-armed party, and the fact that it seems to have come to grief is quite newsworthy. When the
the characters return to Red Larch after leaving to investigate one of the other leads, they hear that Thorsk Thelorn, the wagonmaker (area 5), has had some strange new customers lately. To find out how
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Adventure Hooks For characters who have not played Hoard of the Dragon Queen, the adventure can also begin by playing out another chapter before the first session of the Council of Waterdeep. The
makes the assumption that those NPCs escaped any conflict with the adventurers.
In the event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Danger in the Hills Jabari Weathers To get to the Rattle, the characters must cross the stretch of farmland called the Ribbon. Read or paraphrase the following to describe the journey into the
Rattle: The journey from Promise leads north through the Ribbon, where farmhouses dot the dark-red ground between stands of trees. Eventually, the road dwindles to a track. The farms grow fewer and farther
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Adventure Hooks For characters who have not played Hoard of the Dragon Queen, the adventure can also begin by playing out another chapter before the first session of the Council of Waterdeep. The
makes the assumption that those NPCs escaped any conflict with the adventurers.
In the event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
There’s nothing outwardly peculiar about the tower. It has a retractable
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
actions during the final battle. But when the characters see Tiamat’s heads forcing their way through the Red Wizards’ portal, they will understand that this is no mere monster they face. As should be clear
text aloud after 10 rounds of the summoning ritual have been successfully focused by five or more Red Wizards. The magical maelstrom filling the central apse of the temple suddenly splits open with a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Introduction: Danger to the Multiverse Chris Rahn The characters are destined to become embroiled in the legendary
hatred between the lich-god Vecna and the warlord Kas This adventure celebrates
Ruin is a Dungeons & Dragons adventure optimized for four to six characters. Characters begin at 10th level and gain a level at the end of each of this book’s chapters. The characters are the heroes of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
actions during the final battle. But when the characters see Tiamat’s heads forcing their way through the Red Wizards’ portal, they will understand that this is no mere monster they face. As should be clear
text aloud after 10 rounds of the summoning ritual have been successfully focused by five or more Red Wizards. The maelstrom filling the central apse of the temple suddenly splits open with a crack of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 4: Gracklstugh Visitors to the duergar city of Gracklstugh are greeted by its hot and acrid air, followed by the angry red glare of the eternally burning smelters fueling the city’s metal
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the Red Wizards’ involvement in the cult’s plans. Wyrmspeaker Varram foresees trouble in the cult joining forces with Rath Modar’s splinter sect. He has warned Severin about the potential danger, to
Red Wizards of Thay The Red Wizards hail from Thay, over two thousand miles east of the Sword Coast. A grim, dismal region spread across a towering plateau, Thay is defended by an army of undead






