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Returning 35 results for 'before both designed complete resort'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass
welcome no new members into their ranks. When a recruit’s training is complete, they are tasked with conducting assassinations and spy missions.
GOBLINOIDS OF THE FEYWILD
The goblinoid
magic-items
A delicate winged creature, this homunculus was designed to facilitate communication between warforged soldiers during the Last War. A Final Messenger is a Tiny Construct with an AC of 20, 6 Hit
messenger must complete a Short or Long Rest while attached to a warforged, after which it regains its energy, as well as regaining all lost Hit Points.
A Final Messenger holds four pieces of data
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
south and the sky overhead.
Elysian Springs is a luxury resort that attracts rich clients who seek to relax in beautiful surroundings. The fires have not yet reached it, but the mansion is mostly
Indifferent to the characters. They have no interest in fighting the characters or the dragon. The staff members hesitate to allow the characters inside the resort, but a character can try to persuade the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Safahr. Members of the Gray Hands complete assignments dictated by Vajra. Force Grey is an elite cadre of specialized adventurers, drawn from the ranks of the Gray Hands, whose fighting prowess is
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Safahr. Members of the Gray Hands complete assignments dictated by Vajra. Force Grey is an elite cadre of specialized adventurers, drawn from the ranks of the Gray Hands, whose fighting prowess is
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Safahr. Members of the Gray Hands complete assignments dictated by Vajra. Force Grey is an elite cadre of specialized adventurers, drawn from the ranks of the Gray Hands, whose fighting prowess is
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed. Waterdeep: Dragon Heist is a Dungeons & Dragons
adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level. If you’re planning to run through the adventure as a player, stop reading now! If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed. Waterdeep: Dragon Heist is a Dungeons & Dragons
adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level. If you’re planning to run through the adventure as a player, stop reading now! If
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed. Waterdeep: Dragon Heist is a Dungeons & Dragons
adventure designed for characters starting at 1st level. By the end of the story, the characters will be at least 5th level. If you’re planning to run through the adventure as a player, stop reading now! If
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
nefarious schemes and terrible monsters await. Storm Lord’s Wrath is a D&D adventure designed for 7th-level characters. You can run this adventure for as few as one or as many as six players. By the time the
characters complete the challenges presented, they will be 9th level and ready to take on the challenges of the next adventures in this series: Sleeping Dragon’s Wake and Divine Contention.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters. You can run this adventure for as few as three or as many as six players. Depending on your play style
, this adventure may take several game sessions to complete, but by its conclusion the characters should advance to 10th level.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
nefarious schemes and terrible monsters await. Storm Lord’s Wrath is a D&D adventure designed for 7th-level characters. You can run this adventure for as few as one or as many as six players. By the time the
characters complete the challenges presented, they will be 9th level and ready to take on the challenges of the next adventures in this series: Sleeping Dragon’s Wake and Divine Contention.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters. You can run this adventure for as few as three or as many as six players. Depending on your play style
, this adventure may take several game sessions to complete, but by its conclusion the characters should advance to 10th level.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters. You can run this adventure for as few as three or as many as six players. Depending on your play style
, this adventure may take several game sessions to complete, but by its conclusion the characters should advance to 10th level.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
18. Guardian Door A mithral door in the stone wall resembles the figure of a flattened tortle, its arms and legs extended to the four corners, and its shell carved with a complete map of the tomb
any other way must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the door to intone: “The master does not resort to feeble manipulations of a clock to open this door. You are not the master.”
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
18. Guardian Door A mithral door in the stone wall resembles the figure of a flattened tortle, its arms and legs extended to the four corners, and its shell carved with a complete map of the tomb
any other way must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the door to intone: “The master does not resort to feeble manipulations of a clock to open this door. You are not the master.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
nefarious schemes and terrible monsters await. Storm Lord’s Wrath is a D&D adventure designed for 7th-level characters. You can run this adventure for as few as one or as many as six players. By the time the
characters complete the challenges presented, they will be 9th level and ready to take on the challenges of the next adventures in this series: Sleeping Dragon’s Wake and Divine Contention.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
18. Guardian Door A mithral door in the stone wall resembles the figure of a flattened tortle, its arms and legs extended to the four corners, and its shell carved with a complete map of the tomb
any other way must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the door to intone: “The master does not resort to feeble manipulations of a clock to open this door. You are not the master.”
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, though prime agricultural land, remain untended and rank with weeds. This adventure is designed for four to six 1st-level characters. If the characters complete both portions, “The Haunted House” and
“The Sea Ghost,” they are likely to reach 3rd level. ABOUT THE ORIGINAL
Produced by the UK branch of TSR in 1981, Sinister Secret of Saltmarsh was designed by Dave J. Brown and Don Turnbull. It was
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: Three or four simple combat encounters, or one or
Tyr from assassins. Give the players a chance to plan out how they want to protect the temple, complete with authority over the guards. A few well-fleshed out NPCs, some of whom might be suspected of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, though prime agricultural land, remain untended and rank with weeds. This adventure is designed for four to six 1st-level characters. If the characters complete both portions, “The Haunted House” and
“The Sea Ghost,” they are likely to reach 3rd level. ABOUT THE ORIGINAL
Produced by the UK branch of TSR in 1981, Sinister Secret of Saltmarsh was designed by Dave J. Brown and Don Turnbull. It was
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: Three or four simple combat encounters, or one or
Tyr from assassins. Give the players a chance to plan out how they want to protect the temple, complete with authority over the guards. A few well-fleshed out NPCs, some of whom might be suspected of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: Three or four simple combat encounters, or one or
Tyr from assassins. Give the players a chance to plan out how they want to protect the temple, complete with authority over the guards. A few well-fleshed out NPCs, some of whom might be suspected of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, though prime agricultural land, remain untended and rank with weeds. This adventure is designed for four to six 1st-level characters. If the characters complete both portions, “The Haunted House” and
“The Sea Ghost,” they are likely to reach 3rd level. ABOUT THE ORIGINAL
Produced by the UK branch of TSR in 1981, Sinister Secret of Saltmarsh was designed by Dave J. Brown and Don Turnbull. It was
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Hanging Rods. Iron rods designed to hold tapestries are bolted to the walls near the ceiling. The tapestries have long since turned to dust, leaving the rods bare.
19a. Servants’ Feast Hall This room
dwarf adventurer wearing tattered leather armor and a matching leather skullcap. In one skeletal hand, she clutches a dagger; in the other, an empty tin flagon. On a bench in the room is her burglar’s pack, complete except for the lantern and the flasks of oil.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Hanging Rods. Iron rods designed to hold tapestries are bolted to the walls near the ceiling. The tapestries have long since turned to dust, leaving the rods bare.
19a. Servants’ Feast Hall This room
dwarf adventurer wearing tattered leather armor and a matching leather skullcap. In one skeletal hand, she clutches a dagger; in the other, an empty tin flagon. On a bench in the room is her burglar’s pack, complete except for the lantern and the flasks of oil.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
broad range of levels. With a little work, you can run a complete campaign using only this book. Starting with The Sunless Citadel, guide your players through the adventures in the order that they are
them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Hanging Rods. Iron rods designed to hold tapestries are bolted to the walls near the ceiling. The tapestries have long since turned to dust, leaving the rods bare.
19a. Servants’ Feast Hall This room
dwarf adventurer wearing tattered leather armor and a matching leather skullcap. In one skeletal hand, she clutches a dagger; in the other, an empty tin flagon. On a bench in the room is her burglar’s pack, complete except for the lantern and the flasks of oil.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
broad range of levels. With a little work, you can run a complete campaign using only this book. Starting with The Sunless Citadel, guide your players through the adventures in the order that they are
them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
broad range of levels. With a little work, you can run a complete campaign using only this book. Starting with The Sunless Citadel, guide your players through the adventures in the order that they are
them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon nor devil can permanently gain the upper hand. Keepers of the Balance sometimes resort to strategies that seem inexplicable to those who don’t grasp the whole situation. A crusading paladin might be
personal quests for power makes it impossible to count on them as allies with complete certainty. The planes exist in a precarious state. A seemingly small event could echo across the worlds and tip
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon nor devil can permanently gain the upper hand. Keepers of the Balance sometimes resort to strategies that seem inexplicable to those who don’t grasp the whole situation. A crusading paladin might be
personal quests for power makes it impossible to count on them as allies with complete certainty. The planes exist in a precarious state. A seemingly small event could echo across the worlds and tip
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon nor devil can permanently gain the upper hand. Keepers of the Balance sometimes resort to strategies that seem inexplicable to those who don’t grasp the whole situation. A crusading paladin might be
personal quests for power makes it impossible to count on them as allies with complete certainty. The planes exist in a precarious state. A seemingly small event could echo across the worlds and tip
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
Running the Adventure This version of White Plume Mountain is designed for a group of 8th-level player characters. Your players will need both brains and brawn to successfully complete their mission