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Returning 35 results for 'bones have adventure same'.
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Monsters
The Wild Beyond the Witchlight
has urged Elkhorn to retire, but the old dwarf stubbornly refuses to do so.
Alignment. Lawful good.
Personality Trait. “As long as I have the strength in my bones to fight evil, that is what I
. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Folk Horror Adventure Sites The sites of folk horror adventures embody a community’s traditions or what shelters it from society at large. Folk Horror Adventure Sites d6 Adventure Site
1 A
monolith covered in prayer scrolls
4 A field where paths grow in corridor-like patterns leading to a ruin at the center
5 A mansion built incorporating a stone circle
6 A cavern where the glowing bones of an otherworldly being jut from the walls
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
human bones.
The walls and the twenty-foot-high vaulted ceiling are a sickly yellow color, not because of faded or timeworn plaster but because they are adorned with bones and skulls arranged in a
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
Beginning the Adventure Read or paraphrase the following: Inza addresses you as the mists close in. “I’ve scried and thrown bones, and I now have insight into the destination of the shadow ravens
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Adventure Outline In Dragons of Stormwreck Isle, the characters experience the magical scars left behind by the death of dragons. Faced with the evil schemes of one living dragon and the righteous
anger of another, they’ll have the chance to explore whether peace between the feuding dragon families is possible—or if they must resort to violence to resolve the conflict on this isle. This adventure
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
grant the druid access only to the new water-themed spells. Similarly, being near an elemental node in the adventure could unlock spells associated with that node’s element. Cantrips (0 Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Blood o’ the Vine 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
Barovia that welcomes strangers Encounters This adventure uses map 2.2: Blood of the Vine Tavern and consists of these encounters. Corrupted Owners. The three human sisters who owned the Blood of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, including piles of skulls and bones, strange maze patterns, spore clouds, and fetid pools of ooze. Conflicts are rapidly rising between the various “sects” that have formed. If Shuushar the Awakened (see
chapter 1) was not killed in a previous chapter of the adventure, the characters find him among Sloobludop’s survivors. He is the sole point of calm and reason in the ruined settlement, and the various
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Red Dragon Army, reducing them to inanimate bones. Any other threats the characters are contending with remain, but the characters have succeeded in their primary mission. Now they must escape the
into darkness. He doesn’t appear again in this adventure, and it will take exceptional coercion for Soth to ally with the Dragon Armies in the future. Escape Routes Allow the characters to decide how
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elk still survive as totem beasts of contemporary Uthgardt tribes. The stone bier was the resting place of the Uthgardt chief’s bones, which now lay scattered across the pedestal and upon the ground
beside it. Cold. The burial hall is cold due to the presence of the chieftain’s restless spirit. This cold is extreme, as described in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
contentment seep into the bones and souls of those who enter Elysium. The longer a visitor remains on the plane, the less reason they find to ever leave. An adventure in Elysium can challenge
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
set against the walls around the perimeter of the room. Each holds humanoid bones, dressed in scraps of tattered cloth and rusted iron.
Larrakh is hidden behind one of the larger stones. He spends
fight, arriving from area T8 or the secret door a few minutes after the party defeats Larrakh or he makes his escape. Bones. Upon the stone slabs are the bones of human miners who discovered this chamber
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bones.” Most locals have no idea of how right they are. While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this
adventure. The earliest realm that does is the shield dwarf kingdom of Besilmer, which was founded nearly six thousand years ago in −4420 DR. Its existence is so far back in the mists of history that only a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
skull, some bones, and a few bits of rusted armor lie atop a marble slab with a leering stone gargoyle squatting at each end. The epitaph on the door reads “Endorovich (Endorovich the Terrible): What the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ultimately, don’t hesitate to employ the setting’s most infamous castle even if you don’t plan to run a lengthy siege. The adventure Curse of Strahd explores Barovia and Castle Ravenloft in detail
, but you can also use the ideas on the Barovia Adventures table to create your own plots. Barovia Adventures d8 Adventure
1 The Mists draw the characters into Barovia, where the fortune
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
defense against those who reject those beliefs. Adventure Hooks Folk horror plots often involve outsiders to a group discovering unsettling practices or traditions. Choose from or roll on the Folk Horror
Plots to inspire your folk horror adventures. Folk Horror Plots 1d10 Adventure Hook 1 Anyone entering the city on horseback is imprisoned and sentenced to death. 2 A cult requests help summoning
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Pulp Adventure Eberron is a world of swashbuckling adventure and two-fisted action. Whether you’re a DM developing an adventure in the world or a player preparing to explore it, here are a few things
heroes of pulp adventure are often able to overcome seemingly impossible odds. One way to reflect this is to use the optional hero points rule from chapter 9 of the Dungeon Master’s Guide. This is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hunters’ most precious trophies: a pair of large golden antlers. (The antlers can be found in area D6 of the derro lair, which is detailed earlier in this adventure.) If the characters learn what the derro
leads to an air pocket above water level. Inside, two friendly giant beavers (see the “Giant Beavers” section) tend to five baby beavers. A pile of fish bones sits on one side of the room. Treasure. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, Dragonbait, Volothamp Geddarm, or some other NPC the characters never got the chance to meet. It could also be an NPC who became separated from the party in the course of the adventure. If no suitable NPC
), “Mind the bones!” If the characters are searching for treasure, another nothic performs the same actions as above, except it shouts, “Follow the purple trail!”
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
creating gloves of soul catching (see the item’s description at the end of the adventure). They want the characters to retrieve the stolen pages so that, in addition to restoring the tome to its original
Avowed acolytes slain during the attack were killed using martial arts. Their bruises and broken bones are evidence of powerful unarmed strikes. Speak with dead spells cast on the slain acolytes yield
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Plea for Help The characters start their adventure in an old tavern, the details of which are for you to decide. To a party of seasoned adventurers such as yourselves, what you see is but another
damp, cobbled pavement glistens as the lights of street lanterns dance across the slick stones. The fog chills the bones and shivers the soul of anyone outside.
Yet inside these tavern walls the food
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
city or her dream is beyond redemption, her edicts turn dire. Consider the plots on the I’Cath Adventures table when planning adventures in this domain. I’Cath Adventures d10 Adventure
1 A
placate a hungry ghost. This has attracted dozens of other ghosts. The family seeks help placating the undead mouths they can’t feed.
8 Tsien Chiang’s library in the Palace of Bones holds secrets
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup This adventure is designed for a party of 11th-level characters. Yartar is an ideal starting point because it’s a gathering point for allies of the Lords’ Alliance. Gargosh approaches the
Bones” section of chapter 1 for an overview) and explaining what he is trying to accomplish. During the conversation, he reveals that he has “an extensive collection of notes and evidence” pointing to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
landscape. At the center of the compound is a hill of rust-colored stone that resembles a hand clawing out of the ground, with gaps between the fingers. A jagged wall made of rock, bones, and metal debris
fortress, see “Entering the Fort” below. First, however, review the following summary of how to run this scene to maximum effect. Running the Fort In this part of the adventure, the characters must
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, a dais stands before a limestone door inscribed with symbols and glyphs that glow dimly. Framing the door, the crystallized bones of a dragon are embedded in the wall, its wings outstretched
threat (see “Zikzokrishka’s Phylactery” at the end of the adventure). Treasure Hoards Zikzokrishka has divided her treasure into two separate hoards (marked “a” and “b” on the map) and carefully buried
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Underworld Crossing Adventures d12 Adventure Goal
1 Enter the Underworld without alerting Athreos to your presence.
2 Escape the Underworld.
3 Force someone to lose their identity in
consists of twisting crypt halls that hold no bones, bodies, or other remains—only dust and guardians. These halls give way to a second sanctuary filled with somber funeral music—though there are no
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Dungeons & Dragons campaign to explore. A vast, sprawling city that covers the whole of the known world, Ravnica teems with intrigue and adventure, driven by the conflicts among the ten powerful guilds that
setting. Race and class are only the skeleton of a character, though, and chapter 2 is aimed at helping you add flesh to those bones in order to make a character who is an integrated part of Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dissipates without effect. The coffin holds the bones of Ogrorlo and the aboleth’s treasure (see “Treasure”). Treasure. Ogrorlo’s coffin holds a trident of fish command left behind as tribute by
. The anemone has AC 10 and 45 hit points. C6. Merfolk Mass Grave Fifty merfolk skeletons are buried in a mass grave 12 feet beneath the seafloor. These bones are the remains of Ogrorlo’s slaves that died
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a pile of bones. 2. Antechamber The scent of warm, humid rot smothers this dismal chamber. Mosaics cover the walls, their colors faded and images scrambled by lost tiles. A thick layer of mud covers
there, but because of the hundreds of stray bones that lie beneath the water—the remains of animals sacrificed to Phenax. More than the dead dwell in Orestes’s tomb, though. Lampads. Two unsettlingly
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
health to avoid the threat of disease that comes from working with the dead. H3: Corpse Disposal The stench here is horrendous. Hundreds of humanoid and animal bones fill the chamber in charnel heaps
.
Teocín uses this chamber to dispose of her failed experiments. Two ochre jellies feed on the remains and are dissolving meals deep under piles of bones. They emerge, oozing up through the bones, as soon
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
clay pots suggest this long chamber was once a series of sleeping quarters and storage spaces. Stray yellowed bones litter the dirt floor.
A character who examines the rodent-gnawed bones and
tools and ancient bones. The hard dirt floor is gouged in several places.
Upon seeing the wreckage, Zhong Yin says this area must have been the former main entryway to the Yun Dynasty palace. The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
rotting wooden coffin containing the moldy bones of its occupant, or something more terrifying. The baron’s two daughters, Sylphene and Heluthe, perished at the ages of six and nine, respectively, and
Crossing. Sylphene’s grave is a shadow crossing, which the characters can use without offending members of the Scarlet Sash. Characters who befriend the wereravens can learn how the shadow crossing works (see the “Shadow Crossing” section at the end of the adventure).
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mad Maggie’s creations while the hag was in Zariel’s employ.) Beneath this golem costume, Lynx’s bones are carved and silver-scribed in the same manner as her horns. She uses her skull, which is
Infernal Machine and installed it in a magical construct resembling a silvery skeleton with decorative wings, nicknamed Eludecia. (If you connect this adventure to Lost Laboratory of Kwalish, the construct
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
effects are ascribed to the archlich in this adventure. Skeleton Keys To unlock the final gate to the Soulmonger, the adventurers must acquire five skeleton keys — each the carved skull of an animated
its skull and bones remain intact. A skeleton key does not trigger any trap placed in a room or on a door of the tomb. Each skeleton key has a skull that extends into a carved key-like shape. These
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
I received was nearly as warm as I might have found among the Gunds, and I found the Rocklanders to be a fine audience for my tales of travel and adventure. However, something makes me think I
casualties number in the dozens, at most. The Whalebones are so called because of the scattered skeletons of those great sea creatures that litter the beaches of most of the islands. These bones are the