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Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages
Monsters
Eberron: Rising from the Last War
eyebinders — entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
Kalaraq quori
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
races
spirits for guidance and are unafraid to meet their mortal demise. All things must have their place in laneshi society, which is built on a rigid caste system reflecting this view.
The mystic caste
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Binding Flame. A paladin sworn to the Oath of Vengeance, a barbarian on the Path of the Zealot (found in Xanathar’s Guide to Everything), and a cleric of the Light or War domain all represent a logical
path for a Ghaash’kala character. Outlander and hermit are appropriate backgrounds, reflecting your harsh upbringing or religious devotion.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
send dreams, omens, or emissaries to direct mortals along a certain path. Keep these two principles in mind to guide your use of divine intervention in your campaign: Don’t Eliminate Character Choice
. Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For
quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9, “Combat”). A character can only provide help if the task is one that he or she
characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
who accomplishes a meaningful personal goal could receive one to five hero points, as described in chapter 9 of the Dungeon Master’s Guide. Another twist that works well with a Morgrave campaign is to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
appear in the “Sigil Gazetteer” section later in this chapter. The planes of existence are detailed in the Dungeon Master’s Guide. Planar Portals Destination
d100 Portal Anchor Sigil Other Plane
window Heart’s Fire Mount Celestia Angel feather, holy water 37–39 Ornate mirror Hall of Speakers Bytopia Garden trowel, pair of twins 40–42 Reflecting pool Gatehouse Elysium Tears of joy, white lily
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the coming battle. There is one invisible stalker per two members of the party, including sidekicks. The encounter begins when the characters hear the captain yell from his cabin as he is attacked
. The stalkers fight to the death. Storm Galas Windrage creates a storm to distract the characters and their allies before the coming battle. When the storm begins, read the following boxed text aloud
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
sealing their world’s doom). If the characters seek the counsel of allies, use the following information to guide those conversations: Commodore Krux. The giff is adamant that Xaryxis be destroyed. He
endorses the destruction of Xaryxis, insisting that the astral elves have that and worse coming to them. Starbough. The destruction of Xaryxis would be calamitous to plant life throughout Xaryxispace—an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, “Adventure Environments,” of the Dungeon Master’s Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck. Secret Doors At the west end of the hall are two secret
this door coming from area K38, it closes and locks behind them if they don’t take measures to prop it open. A narrow secret door at the western end of the south wall is hidden behind a mass of webs
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
characters to the stars and beyond, and there might be no coming back afterward! Orientation throws the characters right into the action. To maximize the impact of part 1 of the adventure, you might
Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-01.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
peruse the contents within, with an Avowed adjutant (a commoner) serving as their guide. Visitors are required to stay with their guide, since those unfamiliar with the library might become lost in
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
neutral good and one of the Nightsea chil-liren (see below). He greets the characters warmly, saying his friend Gurau sent word of their coming, and asks what brings them to the city. Once the characters
High Court are attending a gala. If the characters want to explore Janya, Xoese-Addae can guide the characters around the city before taking them to the Cerulean Lyceum. Use the “Djaynai and Janya
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the city, where the immediate danger is greatest. With or without Reya Mantlemorn to guide them, the characters make their way toward the High Hall cathedral. Once they rid the cathedral and its
, who has emerged as Elturel’s unlikeliest savior. This quest leads the characters to the chapel in Elturel’s grand cemetery, where Ulder Ravengard has fallen into a psychic coma after coming into
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
from the sands. Two rakshasas masquerading as Bedine nomads named Imura and Sikkat offer to guide the party to a magic oasis. The rakshasas attack the characters as soon as they let down their guard
Netheril As the adventurers walk along the dunes, a cold wind howls across the desert. The shrieks of the wind soon turn to cries of anguish, as if coming from tortured souls. Bedine nomads believe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. NAMING NPCS
Important NPCs in the adventure are given names, but many of the secondary NPCs aren’t named. Xanathar’s Guide to Everything contains an appendix of tables you can use to randomly generate names for human and nonhuman NPCs if you have trouble coming up with names on your own.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what has transpired. Agony the ghost took possession of him long enough to deliver its rebuke, then vanished and took refuge in the Last Breath’s cargo hold. Gargenhale encourages the characters to
the deck with his right hand. A shimmering wave of magical energy washes over the ship. Gargenhale then cackles in triumph, “We are invisible! They won’t see us coming until it’s too bloody late
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
adventures in Ravnica, expanding on the material in the Dungeon Master’s Guide with hundreds of seeds that can grow into full-fledged adventures in the fertile ground of a DM’s imagination. This
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
already established as members of the Redcloaks (see “Starting at Higher Level” in chapter 1 of the Dungeon Master’s Guide). In this case, you might also begin with magic items and other gear
reflecting your status in the organization. The standard-issue uniform for the Redcloaks is a hooded crimson cloak of protection bearing two badges: the seal of the Brelish crown on the left shoulder and a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to cast plane shift, delivering itself and the characters to a field in the Outlands (see the Dungeon Master’s Guide for more information about this plane of existence). There they must wait for the
away from you, coming to a gradual stop until its caboose is a short distance away, pointing in your direction.
“Got your tickets?” asks Glitch. “Excellent. Now go. Show your tickets to the modron in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crowbars to open the crypt door, while Ghald keeps watch. Unferth is the group’s spokesman, although Ghald is in command. If the Kraken Society agents see the party coming, Unferth calls out a warning
battle. Unferth hangs back and uses his spells to support his allies. If the characters accepted Nareen’s offer to guide them here, and she is uninjured from Haliyra’s attack, she and one of her
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
2 I’m an epicurean, and I live to eat all the delightful foods people concoct.
3 It’s my duty as a member of an elder species to protect and guide other peoples.
4 I like coming up with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
city, cheerfully decorated for the impending festival.
A colorful altar stands opposite the entrance, its tiers covered with sketched portraits. You hear sobbing coming from one of the apartments
know about this fiend. Use the following information to guide the conversation: The creature the characters hunt is named Serapio. He is Doña Rosa’s son, not a monster. She had thought Serapio was
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
interrupts them. Any character who has a passive Wisdom (Perception) score of 14 or higher hears the guard coming 2 rounds before the guard enters the room. Evading Guards When guards are present in an area
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Coming and Going Travelers who don’t have access to plane shift spells or similar magic must rely on other means to travel to and from a Domain of Delight. Fey crossings are the most common means of
transit between the Material Plane and the Feywild; more information about them can be found in the Dungeon Master’s Guide. An archfey is usually aware of any Fey crossings that allow creatures to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse. To oppose these forces, new heroes must rise and resist
from the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual for ease of reference, as well as a print-ready version of the council scorecard that appears in appendix B. DMs might still find
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse. To oppose these forces, new heroes must rise and resist them
the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual for ease of reference, as well as a print-ready version of the council scorecard that appears in appendix B. DMs might still find
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, “I can’t get out.” To others, the
framed portrait in area C17. If this cameo is reunited with the baron (whose remains are interred in area C9), the baron’s spirit is laid to rest, and each character responsible for this act gains a charm of heroism (see “Supernatural Gifts” in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse. To oppose these forces, new heroes must rise and resist
from the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual for ease of reference, as well as a print-ready version of the council scorecard that appears in appendix B. DMs might still find
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
” column of the Treasure Hoard, Challenge 0–4 table in the Dungeon Master’s Guide. If the room contains jewelry, there is a 50 percent chance it is in a locked jewelry box requiring thieves’ tools and a
with running water coming either from a rooftop basin or lifted from barrels or an underground cistern by a water wheel.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
following points to guide the conversation: There’s always trouble in the Rattle, but Uncle Polder can’t recall any unusual problems this season. He’s met Kianna and knows the farm she works at, though
others of her pact came to Uncle Polder’s pact a couple weeks ago to trade for tools, she seemed to be embracing life in the Rattle. She spoke of how happy she was that someone named Culley was coming
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tools, while the crafting a magic item activity can cover the construction of the portalometer. The details of the portalometer are left to the imaginations of the players (including coming up with a
of consciousness (or you could even make it a sentient magic item, as detailed in chapter 7 of the Dungeon Master’s Guide.) In that scenario, the orrery’s consciousness might be what the portalometer