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Returning 35 results for 'explore ready'.
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Yuan-ti Pureblood
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Volo's Guide to Monsters
remained ensconced in their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the
and want to explore lands far from our cities.
7
I am interested in modern human culture, even as primitive as it is.
8
I await the day when we again conquer lands by force, as we did in the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
need to play heroic characters caught up in an ancient war among dragons as they explore the secrets of Stormwreck Isle. Get ready for hours of epic adventure! Find additional tips, tools, and video walk-throughs to help you get started at playdnd.com.
There’s More To Explore! Continue the story with the D&D Starter Set: Dragons of Stormwreck Isle, which is available now! The boxed set contains the essential rules of the game plus everything you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Dolindar Tomb The party’s best next stop is the Dolindar tomb, in a part of Evernight’s graveyard the characters haven’t yet seen. When the characters are ready to explore the Dolindar tomb, Sangora can point the way.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter to familiarize characters with Sigil and get a taste for what it has to offer. After meeting the tout Parisa, the characters can explore as they please. When you’re ready for the adventure to proceed, run the “Harmonium Officers” encounter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
planes. If you are ready for the party to undertake a truly mythic quest, such as to find a lost Artifact or an elusive extraplanar entity, the vast multiverse is yours to explore. As their physical and
adventures ought to be extraordinary. As adventurers reach the medium to high levels of your campaign, they find more cause to venture beyond the confines of the world they call home and explore the
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Arcane Subclasses Update September 18, 2025
We've revised our grimoires and are ready for you to explore our suite of Arcane Subclasses. This document presents six revised subclasses for the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Cloister Quests As the characters explore Dragon’s Rest, the residents talk with them about the problems the cloister is facing. These conversations are opportunities for you to introduce the players
their destiny on Stormwreck Isle. Ideally, the characters will spend time at Dragon’s Rest and then explore both Seagrow Caves (described in chapter 2) and the wreck of Compass Rose (chapter 3). They can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
prisoners looking for a way out, they are at the head of an expeditionary force ready to challenge whatever the Underdark has to offer. Much of this middle section of the adventure is free-form
to the tower of Araj, home of the mysterious drow archmage Vizeran DeVir. However, the characters are free to explore and visit different places before and after they explore Gravenhollow and unlock
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Arriving in Vogler The characters arrive on the day of Ispin Greenshield’s funeral, which is scheduled to take place in the evening. Read or paraphrase the following text when you’re ready for the
of Vogler ply their trade.
The characters can explore Vogler as they please. Individuals or small groups could peruse the market, observe villagers preparing for the Kingfisher Festival, or find the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
-dwelling fish scatter in front of you as your ship adjusts its heading until the docks are straight ahead and level with the ship’s main deck. Pier workers stand ready to catch ropes and tie off the
found at the Happy Beholder, a popular tavern. The characters are free to explore the city. If the party puts off meeting Krux for too long, move the story forward by having Captain Sartell send them a message that astral elves are searching for them, and they need to get off the Rock fast.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
level when they’re ready to explore the Eye of the All-Father. An overland journey to the Eye might include one or more random encounters, at your discretion. See the “Random Wilderness Encounters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the adventurers at 1st level, begin with the “Trouble in Red Larch” rumors. When the party finishes the “Trouble in Red Larch” adventures, they reach 3rd level, and they’re ready to move on to the
their own, allow them to explore the site whenever they find it. If the adventurers don’t find the tomb or explore other sites nearby first, the tomb’s secret is revealed by the appearance of a large
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Sealed Gate Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate, which lies beneath Rigus’s hill
each, and their choice of equipment from the Rigus officer’s armory (detailed in the “Conclusion”). Once Kalar and the characters come to an arrangement, she can escort them to the gate to Acheron when they’re ready.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have been updated for the current edition of the game, revealing deadly shores for brave crews to explore anew. Along with these adventures returns one of D&D’s most famous seaside settings: the port
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ready for the party to level up. Conversely, you can hasten level advancement by awarding ad hoc XP for making discoveries, completing goals, roleplaying well, and surviving or avoiding deadly traps
fun distractions, alluring locations, and opportunities for characters to explore. Consequently, it can be hard to gauge what level the characters will be when they arrive at adventure locations
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
permitted to explore the rest of the train. If one or more characters refuse to get their tickets punched, the duodrone whistles (no action required), causing four tridrones to emerge from hidden compartments
and the train is ready to go, read the following text: Machinery whirs and clicks as the train shudders and creeps forward, gradually picking up speed. Another horn blast signals that the Concordant Express is once again on the move.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
your players are ready for their characters to have a stronghold they can call their own. The castle’s fearsome reputation provides plenty of incentive for altruistic heroes to explore the site and put
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
called the Sword Coast. This region is a place of adventure, where daring souls delve into ancient strongholds and explore the ruins of long-lost kingdoms. Amid a lawless wilderness of jagged, snow
Hotenow. NUMBER OF PLAYERS
You can run Dragons of Stormwreck Isle for one to five players. If you have four or five friends ready to play with you, each person can take one of the characters provided
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Debriefing When you’re ready to start, read or paraphrase the following: You arrived this morning on Belligerence, a chartered galley out of Waterdeep, which picked up passengers and crew in the
Nimbral. Graduates from the academy join the Spelljammer Fleet, a magical navy sworn to protect Toril and explore worlds far beyond.
The academy is carved into a two-thousand-foot-high column of rock
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
delivering the characters safely to the island, Angajuk is willing to circle the island until the characters are ready to leave, provided they don’t make the whale wait for too long. Auril’s roc poses a
island while avoiding close encounters with icebergs and ice floes takes five days. Under no circumstances will Captain Stormsword or her crew leave their ship to explore the island. If you need a map of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ready to explore more of Icewind Dale, use the Tall Tales in Ten-Towns table to entice them. You can either choose which tales to share with the players, or you can ask each player to roll once on the
find a buried tower, then killed ’em to keep its location secret. Well, one of ’em told me where the tower’s at! I wouldn’t go myself, but maybe it’s somethin’ you’d like to explore.” (See “Lost Spire
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wilderness hides many secrets, including forgotten ruins and battlefields that tell the story of Strahd’s life as a conqueror. Adventurers who explore the wilderness find the remnants of Strahd’s ancient
enemies, not all of them as dead as one might expect. For the people of Barovia, there is no escape from this harsh land. The town of Vallaki stands ready to defend itself against the servants of Strahd
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1b. Buppido’s Lair The derro Buppido discovered the Whorlstone Tunnels months ago but never dared to explore beyond the first couple of chambers. He settled in this area and erected a grisly altar to
faithful are finally honoring me! Are you …? Yes. Yes, I sense that you are ready to receive my truth into your hearts!”
The humanoid remains on the floor make the entire cavern difficult terrain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
point of the island. Most of the wrecks have been plundered, but receding sand and water might reveal something precious yet to be claimed. It’s safest to explore the wrecks at low tide. A twoheaded
they hatch, then share their life experiences with the newborn offspring. Not long after it learns to walk on two legs, a young tortle becomes an orphan ready to make its mark on the world. 7 A ship
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
have more of the temple to explore. The four remaining prisoners include three unarmed commoners and a child noncombatant. Their names are Jalrax, Durz, Seffra, and Ashlan. They were part of a caravan
for the characters and ready to fight. If they have not been warned, the gricks remain alert but the cultists are distracted as they try to cast a spell under the cult fanatic’s watchful eye. Familiar
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, ready to animate to attack non-drow that climb the steps. The two jade spiders have the statistics of stone golems with the following statistical modifications: The jade spiders have 250 hit points each
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
teleportation. The part of the Old City the group is meant to explore has only recently been discovered beneath the Hall of Merit. This first foray will pave the way for further investigation into the Yun
the center of the city when the characters are ready to depart. The Minister of Finance, Deng Bo Huan, is straightforward but friendly. He verifies the characters’ contract and pays them each their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Masters with a richly detailed city for their Xen’drik based campaigns, this supplement presents information on the movers and shakers of Stormreach, ready-to-use adversaries, adventure hooks, and
explore a variety of sites across Eberron, including modes of travel, exploring tips, and rules for joining organizations such as the prestigious Wayfinder Foundation. For DMs, the book describes several
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and Amy, what are your characters doing?
Russell (as Shreeve): I stand near the door, sword drawn, ready for danger. This place is creepy!
Amy (as Auro): I go near the fireplace. A warm fire sounds
toward a common goal. They move together through the dungeon and cooperate to overcome its challenges. When the characters enter the room, they explore different parts of the room. When Auro finds a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-riding lessons and then use the griffons to fly to Svardborg. When the characters are ready to leave, Dasharra leads the way on Screecher, her personal griffon mount. Dasharra’s griffons fly at a speed
remains with the griffons while the characters explore the frost giant fortress, and the characters can count on her to stick around for the return trip. Characters can secure flying mounts of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
with one already made, talk to that player about what they have in mind and make sure their plans square with the group’s expectations for your game. Sometimes a player wants to explore playing an evil
the real world. Don’t let players argue that a bucket brigade of ordinary people can accelerate a spear to light speed by all using the Ready action to pass the spear to the next person in line. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
mind and make sure their plans square with the group’s expectations for your game. Sometimes a player wants to explore playing an evil character for perfectly good (and nondisruptive) reasons, and
light speed by all using the Ready action to pass the spear to the next person in line. The Ready action facilitates heroic action; it doesn’t define the physical limitations of what can happen in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they play in a campaign: a ready source of sudden violence. Low-level characters might work with the Sharn Watch or the Boromar Clan to curtail Daask muggings and raid dreamlily houses. This crusade
they do next?
Another option is to delve deeper into the motives of Daask, to explore the idea that these monsters aren’t as savage as they appear. The elite members of Daask are spies, soldiers, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
living unseen servants (see appendix A) stand near towel racks, ready to hand out towels to guests. MEETING THE HEADMASTER
Characters who trigger the alarm spell in area 1 are met by the headmaster
truth, the arcanaloth expects the candidate to ignore its suggestion and explore the complex further. The entrance exam is actually about how the candidate deals with the other students. Any
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
manner of misfortunes and societal ills. Even people with no ties to the Heralds of the Comet begin shunning the characters. The hierophant’s rhetoric escalates until the local populace is ready to
sponsor the characters’ efforts to explore more ruins to learn about this looming disaster. Useful Pawns. A hierophant hires the characters to acquire magic for the Heralds of the Comet. There’s no