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Returning 35 results for 'expedition return'.
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expeditions return
expedition reborn
Monsters
Mordenkainen's Fiendish Folio Volume 1
expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen.
Traveling Fey. A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
Backgrounds
Baldur’s Gate: Descent into Avernus
of Seclusion
1
You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you’ve never been able to shake the guilt of causing their deaths over
superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Feature: Discovery
The quiet seclusion of your extended
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Healthy Competition When the characters make their choice of which agent they want to work with, whatever agent they turn down immediately arranges to send out their own competing expedition. (If the
enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
guides, they can decide which agent they want to initially return to. (Even if the characters have done secret deals with both agents, they should choose one to be their initial contact upon their
return to their original time.) If the characters somehow manage to return to their original time at any other location, a courier arrives at that location shortly thereafter, delivering an urgent
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Kwalish’s Plans Kwalish has long yearned to help the members of his former expedition trapped as brains in jars in the Monastery of the Distressed Body. Knowing that they still survive, he might
provide instructions and materials for the characters to return to the monastery and provide the brains with new bodies. And in Daoine Gloine, the characters might entreat the inventor to discover a way
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that Syndra is planning an expedition. Outlander Player’s Handbook When you were young, you fled your homeland of Chult by stowing away aboard a ship. Now you’re anxious to return home. A local
decided to join it. Anthropologist Appendix A A wizard-merchant named Syndra Silvane is wasting away, and she has hired you to join an expedition to Chult to find a cure. Syndra believes that your
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
charmingly banters with the characters, trying to learn more about why they’re in the region. He offers little in return but is eager to hear about recent events in Kalaman. Expedition Members The elven
the Dragon Army, Zhelsuel scoffs at their eagerness to rush to their deaths. Zhelsuel ultimately demands the characters leave and not return. He commands the expedition, specifically Dalamar, to focus
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Resolving the Character Hooks If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead
exploring the stronghold, they might find another map, perhaps on the body of an adventurer from the previous expedition, or in the library in area 49. It could lead to a different dungeon, a city in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Durnan The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as
much a fixture in the taproom as the well. Durnan is a man of few words. He expects to be paid for his time, and will offer insight and rumors only in return for hard cash. “We know the odds and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Foreword A simple question began rattling around in my head over two years ago as I was bidding farewell to Barovia, dragging myself out of the depths of Maelstrom, and planning a yearlong expedition
to Chult. Where do we go next? After mulling over several options, we decided it would be refreshing to return to civilization.
Waterdeep: Dragon Heist is a treasure hunt with an urban backdrop
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Cartophile’s hirelings join the expedition. Or, instead of front-loading hirelings at the start, these NPCs can be set up as independent explorers not connected to the Cartophile. You can stagger their
introduction throughout the course of the adventure (as suggested in each NPC’s description below), with each one able to provide a useful next step to help the expedition along. Ctenmiir the Vampire LE
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
costs, and any hirelings accompanying the party attempt to complete this secret agenda over any others. Even if his goals are legitimate, the Cartophile’s desire to trace the original expedition of his
ancestors might offer further connections to be developed. If one of the brains in jars belongs to one of those relatives and is provided with a new body (see below), it might return to civilization
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
A Paladin in Hell—a painting that has become famous throughout Faerûn—and that he lost his arm on that expedition, fighting the forces of the archdevil Zariel. However, Sir Ursas is hardly the
finish the military campaign he started long ago, letting him return to Avernus and take on the forces of Zariel. Further, he is open about his rivalry with Lynx. He claims that the retired rogue is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Arborea and then leave sometimes experience a desperate desire to return—a yearning so intense that it can interfere with day-to-day life. What secrets lie buried in the sands of Mithardir? An expedition
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Darklords Are Prisoners. Darklords cannot leave their domains. If a Darklord enters the Mists or uses another method to attempt an escape, the Dark Powers return them to their domain. Even death rarely
absence, those who sought to escape or supplant them seize their chance. Rudolph van Richten prepares for his next expedition, watched over by the spirit of his son, Erasmus.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mysterious sponsor. If villagers conduct this reconnaissance, they report back by midmorning with dire information, having learned everything the characters would in the following expedition. If the
camp is alerted to the characters’ presence, the draconians don’t follow the characters to Vogler. Ultimately, when the characters or other scouts return to Vogler, they should have learned the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table. Hermit Origins d6 Origin
1 You led an ill-fated expedition into the Riverveins. Your
its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table. Hermit Origins d6 Origin 1 You led an ill-fated expedition into the Riverveins. Your friends were
superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
turn even the simplest expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen. Traveling Fey. A killmoulis arises spontaneously in the Feywild whenever someone commits
away with in return for the benefits of its magic. Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
frost giant). At the behest of her lord, Jarl Storvald, Drufi led this expedition to retrieve the ring. Storvald wants it for reasons explained in the adventure Storm King’s Thunder. He believes that
dealing with frost giants. The giants’ next step will be to push farther south. At some point (determined by you), they’ll return to the Hvalspyd, sail south to Refuge Bay, and start the search afresh from
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
as members of Kwalish’s original expedition, while others are wizards and other spellcasters enslaved by the monks. Lore and Information. With respectful discussion and a successful DC 12 Charisma
(Persuasion) check, a brain can be enticed to reveal its knowledge of Kwalish and his initial expedition. All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Rillyn clan must put aside its past scandals and return to our values of honorable behavior and hard work.” Bond. “My family comes first, in every word and action.” Flaw. “I can’t hide my scorn for
calling in a debt, Yvandre assumes. (In truth, Machil was murdered by agents of the Queen of Air and Darkness, who were looking for the book.) Those who accompanied Machil on his final expedition were
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Climbing Kelvin’s Cairn Map 1.17: kelvin’s cairn View Player Version Map 1.17 shows the route that Garret’s expedition took up Kelvin’s Cairn. It leads not to the topmost peak of the mountain, but to
, since she recommended the location to Garret before his expedition left Caer-Konig. Garret’s sled dog can also lead characters straight to the base camp. Without help of any sort, the characters can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the expedition is expected to be shorter than that. A successful DC 15 Charisma (Persuasion) check negotiates the price down to 4 gp per day, or 3 gp per day if the check succeeds by 5 or more
years ago, Hew was part of a dwarven expedition seeking to reopen Wyrmheart Mine. The expedition encountered Tinder the red dragon. Hew alone escaped, and only after the dragon bit off his left arm. Hew
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
care less about Krezk’s problems. If the characters don’t accompany Anna on her quest, her expedition falls prey to the perils of the wilderness and never returns. Krezkov sends more villagers to find
villagers are harmed, but their food supplies are depleted, and 2d6 mongrelfolk are killed. The surviving mongrelfolk return to the abbey with their plunder. The burgomaster is so distraught that he
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
instructions to bring back information and new ideas for the community. Most of these folk return to the burrow at the appointed time or even sooner, their curiosity having been satisfied. But a few
rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
wizards are among her rescuers, she lets them copy spells from her spellbook (see “Treasure” below). Once restored to her right mind and borne safely to Waterdeep, Darribeth makes plans to return to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
4 to introduce an agent of Iuz to the characters. After their return from that expedition, they start having unpleasant encounters with the City Watch in Greyhawk. Eventually, they discover that
Captain-General Sental Nurev is being manipulated by the leaders of Stoink, a petty fief in the Bandit Kingdoms. When the characters undertake an expedition into that dangerous realm to confront Stoink’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
promises that if the characters can facilitate Kressando’s safe return or deliver proof of his whereabouts to Esvele, she will owe them a favor, adding that “You can trust in House Rosznar.” (For more
, famous explorer and raconteur, offers to buy the adventurers a round of drinks to celebrate their upcoming expedition into the Dungeon of the Mad Mage. Injected into the conversation is the following
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that they would have been dangerous to hold onto—and even more dangerous to return. When the discussion around the events from Hoard of the Dragon Queen is concluded, the council moves on to current
information on the horn and its whereabouts leads the party on an expedition to the frozen North, and chapter 10.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
recognize that they would have been dangerous to hold onto — and even more dangerous to return. When the discussion around the events from Hoard of the Dragon Queen is concluded, the council moves on to
more information on the horn and its whereabouts leads the party on an expedition to the frozen North, and chapter 10.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
failed to return. Lynx believes that an expedition should instead be sent to an earlier time in the tomb’s construction, when the missing components are known to be there. She further theorizes that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
put it to terrible use. Hook. An unassuming human merchant named Melchis (secretly a Chaotic Evil Fiend Cultist devoted to Iuz) hires the characters to escort him on an expedition to find an ancient
temple lost in the jungle. He offers to pay them a total of 2,000 GP in trade bars—half when they reach the temple and half when they safely return to civilization—and promises to support them with what
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Things. He convinced his king to send a hero in search of it, then invited himself to the hero’s expedition and betrayed her to acquire the deck. He rashly drew a card, and his soul was imprisoned in the
of Many Things, but now his obsession has a larger goal: unleashing the power of the All-Consuming Star so all creation can return to the Void.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the journal from Kwalish’s original expedition — and a final brain in a jar. Creature. The brain in a jar in this area belongs to the bone devil that founded the monastery. It is in charge of the
laboratory’s equipment to return to its original body. Instead of being thankful, however, the devil turns against the characters at the first opportunity. Kwalish’s Journal. The cover of Kwalish’s