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Centaur
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Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running Mount Ironrot As the characters search for a Docent, they encounter the Mournland denizens described in the subsequent “Mount Ironrot Encounters” section. Run an encounter each time the
a working Docent in a ruined village called Ialos. They also learn that this Docent is central to a conflict between rival groups of Mournland scavengers: a band of veterans and a community of warforged pilgrims.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running Mount Ironrot As the characters search for a Docent, they encounter the Mournland denizens described in the subsequent “Mount Ironrot Encounters” section. Run an encounter each time the
a working Docent in a ruined village called Ialos. They also learn that this Docent is central to a conflict between rival groups of Mournland scavengers: a band of veterans and a community of warforged pilgrims.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
while also secretly hosting a cell of the Ulmist Inquisition (see “Other Groups” later in this chapter). There’s also the herbalist shop of the scholar Rudolph van Richten. When van Richten is away
, his shop is run by local mystery enthusiast Beatrice Polk or by twin sisters Gennifer and Laurie Weathermay-Foxgrove (see “Travelers in the Mist” for information on van Richten and the Weathermay-Foxgroves).
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
appropriate for their colleges (see chapter 7). All their actions are considered permissible magic for the purposes of dueling. Run as many one-on-one duels as the characters want to participate in
most victors is deemed the winning team and earns bragging rights. Before the groups go their separate ways, though, things take an unexpected turn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
appropriate for their colleges (see chapter 7). All their actions are considered permissible magic for the purposes of dueling. Run as many one-on-one duels as the characters want to participate in
most victors is deemed the winning team and earns bragging rights. Before the groups go their separate ways, though, things take an unexpected turn.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
while also secretly hosting a cell of the Ulmist Inquisition (see “Other Groups” later in this chapter). There’s also the herbalist shop of the scholar Rudolph van Richten. When van Richten is away
, his shop is run by local mystery enthusiast Beatrice Polk or by twin sisters Gennifer and Laurie Weathermay-Foxgrove (see “Travelers in the Mist” for information on van Richten and the Weathermay-Foxgroves).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Adventure Structure This adventure has four parts, each divided into three chapters. Each chapter is designed to be run as a single play experience lasting 2 to 3 hours, with the expectation that a
far. There’s no telling how a session will unfold, since the players have some control over the plot, but the text tries to give you enough information to run the various creatures and encounters. If
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Adventure Structure This adventure has four parts, each divided into three chapters. Each chapter is designed to be run as a single play experience lasting 2 to 3 hours, with the expectation that a
far. There’s no telling how a session will unfold, since the players have some control over the plot, but the text tries to give you enough information to run the various creatures and encounters. If
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
path. As the DM, you can decide where the characters encounter each of these groups. These encounters are meant to be run separately, although running two encounters back-to-back with no chance for the
Cathedral Assault Four groups of devils and their allies are moving through the cathedral. These groups are spread out to cause as much havoc as possible, and have orders to kill everyone in their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reporting back to the party’s patron. Substitute Player. With the absent player’s consent, have another player run the missing player’s character, or run the character yourself if you feel you can do so
same XP that the other characters earned each session, keeping the group at the same level. Some groups like to work out a policy regarding how many missing players is too many to proceed. For example
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
path. As the DM, you can decide where the characters encounter each of these groups. These encounters are meant to be run separately, although running two encounters back-to-back with no chance for the
Cathedral Assault Four groups of devils and their allies are moving through the cathedral. These groups are spread out to cause as much havoc as possible, and have orders to kill everyone in their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reporting back to the party’s patron. Substitute Player. With the absent player’s consent, have another player run the missing player’s character, or run the character yourself if you feel you can do so
same XP that the other characters earned each session, keeping the group at the same level. Some groups like to work out a policy regarding how many missing players is too many to proceed. For example
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the guild’s allies are based on business and built on upstanding reputations. Ultimately, though, the guild is a loose affiliation of groups, and organizations that have a good relationship with one
of those groups might not transfer their good will to another. The following groups do brisk business with members of the Clifftop Adventurers’ Guild: Voice of
BRELAND
Watch Commander or Crime Lord
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the guild’s allies are based on business and built on upstanding reputations. Ultimately, though, the guild is a loose affiliation of groups, and organizations that have a good relationship with one
of those groups might not transfer their good will to another. The following groups do brisk business with members of the Clifftop Adventurers’ Guild: Voice of
BRELAND
Watch Commander or Crime Lord
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written notes
, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written notes
, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Small Groups A group that contains fewer than four players might find combat encounters difficult, especially if the party lacks important capabilities (such as armored characters to stand toe-to-toe
player character”) to accompany the party. This is a rewarding way for you to roleplay with your friends while they’re exploring your world, but keep in mind that you’ll have to run this NPC in combat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. Aristocratic. You live a life of plenty and comfort. You move in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
like goblins, which tend to squabble among themselves and cooperate only when threatened by a strong leader. Kobolds avoid combat on a large scale, instead sticking to hit-and-run raids using smaller
groups of warriors. If they have time, they prepare the battlefield with small bolt-holes for them to hide in and simple pit traps to hamper their opponents. Standard kobold tactics include the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
like goblins, which tend to squabble among themselves and cooperate only when threatened by a strong leader. Kobolds avoid combat on a large scale, instead sticking to hit-and-run raids using smaller
groups of warriors. If they have time, they prepare the battlefield with small bolt-holes for them to hide in and simple pit traps to hamper their opponents. Standard kobold tactics include the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Small Groups A group that contains fewer than four players might find combat encounters difficult, especially if the party lacks important capabilities (such as armored characters to stand toe-to-toe
player character”) to accompany the party. This is a rewarding way for you to roleplay with your friends while they’re exploring your world, but keep in mind that you’ll have to run this NPC in combat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. Aristocratic. You live a life of plenty and comfort. You move in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might
live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sidebar on the last page? And after all the time you’re going to put in getting ready to run this adventure? Outrageous! Someone needs to teach these people a lesson.
If you’re running the adventure for
larger or smaller groups, you can adjust the encounters using the guidelines given in chapter 3, “Creating Adventures,” in the Dungeon Master’s Guide. Or maybe you’ll adjust them anyway to keep things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sidebar on the last page? And after all the time you’re going to put in getting ready to run this adventure? Outrageous! Someone needs to teach these people a lesson.
If you’re running the adventure for
larger or smaller groups, you can adjust the encounters using the guidelines given in chapter 3, “Creating Adventures,” in the Dungeon Master’s Guide. Or maybe you’ll adjust them anyway to keep things
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
. For this callous lot, the common people are nothing more than fools to be bilked, clods undeserving of comfort and wealth due to their lack of comfort and breeding. For a few patriars, though, the
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. For this callous lot, the common people are nothing more than fools to be bilked, clods undeserving of comfort and wealth due to their lack of comfort and breeding. For a few patriars, though, the
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite