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Returning 35 results for 'both higher adventure same'.
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Spells
Player’s Handbook
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Magic Items
Lost Laboratory of Kwalish
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single-handedly
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
with controlling a construct for all time as punishment.
If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the Brain in a jar;brains in jars encountered in the
Monsters
Planescape: Adventures in the Multiverse
. If the spell is 6th level or higher, Shemeshka makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the
Wheel, she manipulates secrets and fates across the planes. Shemeshka and her plots are further detailed in the adventure Turn of Fortune’s Wheel.Acid, PoisonCold, Fire, Lightning; Bludgeoning
Monsters
Adventure Atlas: The Mortuary
is 5th level or higher, Skall makes an Intelligence check (DC 10 + the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster
Doors. The Heralds of Dust idolize their ageless factol, whose stoic visage has become the faction’s emblem. Skall can usually be found examining his orrery of souls (detailed in Adventure Atlas
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter
spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
Monsters
Vecna: Eve of Ruin
has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell
this adventure, Vecna has risen to godhood on Oerth, but he seeks to become the most powerful god in existence and bend the multiverse to his will. By the time the characters are involved, Vecna’s
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't
targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Ioun Stone of Insight;Insight (Very Rare). Your Wisdom score increases by 2, to a
Backgrounds
Sword Coast Adventurer's Guide
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
Skill
. (Neutral)
6
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6
Bond
1
I have a family, but I have no idea where they are. One day, I hope to see
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
. (Neutral)
4
Greater Good. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good)
5
Logic. It’s foolish to let emotions and principles
Magic Items
Lost Laboratory of Kwalish
crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
. It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gate and ends in Avernus, the first layer of the Nine Hells. By the end of the adventure, the characters should be 13th level or higher. To run this adventure, you need the fifth edition Player’s
About the Adventure Designed for an adventuring party of four to six 1st-level characters, Baldur’s Gate: Descent into Avernus is a Dungeons & Dragons adventure that begins in the city of Baldur’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Character Advancement You can track experience points or simply allow characters to level up when they reach certain points in the adventure. Ideally, the characters should fall within the desired
. Fireball 3rd 4. Dragon Season 3rd–4th 5. Spring Madness 5th or higher 6. Hell of a Summer 5th or higher 7. Maestro’s Fall 5th or higher 8. Winter Wizardry 5th or higher If you decide to track
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
2: Icewind Dale
For characters of 4th level and higher
Tall tales lead the characters to adventure locations on the fringes of Icewind Dale.
Chapter 3: Sunblight
For characters of 4th or 5th
Adventure Flowchart Chapter 1: Ten-Towns
For 1st to 4th-level characters
Adventure quests prompt our intrepid heroes to visit the many settlements of Ten-Towns and lend a helping hand.
Chapter
Compendium
- Sources->Dungeons & Dragons->Forgotten Realms: Adventures in Faerûn
higher level for a new adventure. Connect to the Greater Story To help make a low-level adventure feel epic, give it a clear connection to the campaign’s greater story. For example, if your campaign
Low-Level Challenges Epic adventure implies adventuring at high level. But most campaigns start at low level, typically level 1 or level 3. How can you make a campaign feel epic from the start? Start
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
completes an adventure designed for a tier higher than the character’s current tier, the character is awarded 1 additional checkpoint. For example, if a 2nd-level character completes a 6th-level adventure
taking part in a play session. A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure’s projected playing time, rather than the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Adventure Flow The adventure flowchart visualizes the narrative flow of the adventure. As the DM, keep in mind the narrative goals described below as the adventure progresses. Adventure Flowchart
navigate the occupied ruin and try to prevent this.
Chapter 7: Siege of Kalaman For 10th-level Characters or Higher
Armed with a flying citadel, the Dragon Army besieges Kalaman. The characters must protect the city and destroy the deadly magical weapon.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
you’re looking for higher-level adventure content set in Waterdeep, a companion product titled Waterdeep: Dungeon of the Mad Mage explores the vast dungeon under Waterdeep known as Undermountain and is
Introduction Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Using the Adventures The Journeys through the Radiant Citadel table summarizes the adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you
can adjust it for larger or smaller groups as well as for characters of higher or lower level by making a few changes, like swapping one monster or trap for another, changing the number of foes in an
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Using the Adventures The Candlekeep Mysteries table summarizes the adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust it for
larger or smaller groups as well as for characters of higher or lower level by swapping one monster or trap for another, changing the number of foes in an encounter, and adjusting DCs to make
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
playing time, rather than the actual time a group spent at the table. If a character completes an adventure of a tier higher than that character’s tier, the character receives 1 additional treasure point
tier 2 adventure. 1 treasure point is awarded for every 1 hour played in a tier 3 or tier 4 adventure. As with the variant rules for gaining levels, this award is based on the adventure’s projected
Compendium
- Sources->Dungeons & Dragons->Forgotten Realms: Adventures in Faerûn
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
Adventures 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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Improvising Ability Checks The adventure often tells you what ability checks characters might try in a certain situation and the Difficulty Class (DC) of those checks. Sometimes adventurers try
things that the adventure can’t possibly anticipate. It’s up to you to decide whether their attempts are successful. If it seems like anyone should have an easy time doing it, don’t ask for an ability
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Using This Source Tales from the Yawning Portal contains seven adventures taken from across D&D’s history. The introduction of each adventure provides ideas on adapting it to a variety of D&D
&D campaigns, such as Storm King’s Thunder, the higher level adventures presented here are an ideal way to extend the campaign beyond.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Using This Book Ghosts of Saltmarsh features seven tales of adventure that take place upon the waves, on brine-battered shores, and in the sea’s deadliest depths. Each of these adventures comes from
across the tides of D&D history, returning to test heroes grown used to the predictable threats and reliable footing of dry land. Along with each adventure appear notes for setting the adventure in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
setting is appropriate for this adventure, as long as they aren’t higher than 11th level. The beginning of this adventure takes place in the city of Neverwinter on the world of Toril (in the Forgotten
family connection brings them there). If a character takes a break after their previous adventure, consider rolling on or picking an option from the Purpose in Neverwinter table, expanding on it as necessary, to provide a reason the character has come to Neverwinter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
difficulty of encounters in each adventure is tailored for four characters of that level. You can use adventures for characters of higher or lower level or for larger or smaller groups. However, the
Adventure Examples This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for you to run a one-session adventure
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. The adventure assumes that the characters are first-year students who are participating in orientation activities together.
If you start the campaign at higher level, using one of the adventures in
character. A STRIXHAVEN PARTY
If you’re starting a Strixhaven campaign with the introductory adventure in chapter 3, that adventure gives all the advice you need to bring a party of characters together
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for each chapter of the adventure, as shown in the Suggested Character Levels table. Suggested Character Levels Chapter Suggested Level 1. Port Nyanzaru 1st and higher 2. Land of Chult 1st–6th 3
Character Advancement Characters begin the adventure at 1st level and gain XP by defeating monsters. After each game session, add up all the XP earned and distribute it evenly among the party members
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
routine task far more challenging. This adventure is designed for 3rd-level characters, although it is equally playable at lower and higher levels. Iceshield Orcs. An orc tribe displaced by the natural
disasters caused by the elemental cults launches a series of raids against homesteaders in the eastern part of the valley. This adventure is designed for 4th-level characters. The Long Road. Trade in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
it. An adventure usually can include a number of items that’s 25 percent higher than the number in the Magic Items Awarded by Level table (round up). For example, an adventure designed to take
item of the appropriate rarity from your players’ wish list. Overstocking an Adventure. When creating or modifying an adventure, assume that the characters won’t find all the magic items you place in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
designed for a higher-level party; the encounters there will be more dangerous and taxing, but characters can retreat if things get too rough. Characters can also leave Undermountain, adventure elsewhere
, and return to the dungeon once they’re higher in level. Levels of Undermountain Level
Name
Character Level
1
Dungeon Level
5th
2
Arcane Chambers
6th
3
Sargauth Level
7th
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns table) or a quest. The adventure locations that follow are balanced for characters of at least 4th level. Lower-level characters can survive the encounters in these locations if they’re cautious and
manage their resources well, although they should be prepared to flee or hide when they find themselves out of their depth. Characters of 6th level or higher will face few real challenges, but you
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Chapter 6: Morgrave Expeditions Chapter 06
Morgrave Expeditions
Chapter 06
Adventure Genre: Pulp-Action Adventure
Pop Culture: Professor Challenger, Indiana Jones, Lara Croft
Michael
Broussard An Armorer Explorer ventures into an ancient ruin
in Xen’drik in search of magical secrets Morgrave University in Sharn, one of the largest institutions of higher learning in Khorvaire, has a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Coast of Mystara, the jungles of Xen’drik on Eberron, or a comparable setting on your home campaign world. This adventure is designed to begin with a party of four to six 1st-level characters, who should advance to 11th level or higher by the adventure’s conclusion.
jungle. Tomb of Annihilation is a Dungeons & Dragons adventure that takes place on the peninsula of Chult in the Forgotten Realms. Chult is a tropical wilderness composed mostly of jungles, plateaus