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Returning 35 results for 'part were'.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 1: The Spindle In this part of the adventure, the characters arrive at the planet H’Catha and search for the adamantine meteorite at the base of a soaring mountain called the Spindle. In a cave, they encounter others who also appreciate the meteorite’s value.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Intruder Alert!While fulfilling the orders given to them by Boatswain Tarto, the characters meet Mirt the Merciless and discover that someone has sent the head of Spelljammer Academy a most deadly gift.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Part 3: Hemlock Pit Although Jarme’s murderous actions were controlled by the Whisperer, no clues yet point toward the aboleth. If the characters don’t learn about Mr. Dory’s seemingly suspicious
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Part 2: Murder Mystery Once the characters have been contacted by or referred to Master Refrum, they travel to his abode in the Alchemists’ Quarter. Refrum’s cluttered home is filled with half
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Part 2: Phandalin The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly allied
this part of the adventure, the characters can visit the various locations in Phandalin and talk to the NPCs there. (See the “Town Description” section for details.) The town is small enough that it
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Part 1: Goblin Arrows The adventure begins as the player characters are escorting a wagon full of provisions and supplies from Neverwinter to Phandalin. The journey takes them south along the High
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Part 5: Tharizdun’s Progeny At the height of the Styes’ long-ago glory, a local eccentric noble named Bryson Landgrave announced his intention to discover what lay on the underside of the world. To
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 2: Journey Interrupted In this part of the adventure, the characters must deal with Qitru, a githyanki working for the mercane Vocath. Qitru’s mission is to retrieve Miken, the traitorous cadet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Part 3: Secret Realities
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 1: Preflight Meal The adventure begins with the characters gathering in the academy’s refectory to eat breakfast with other cadets and discuss recent events at the academy. Spelljammer Academy
, hadozee, plasmoids, and myriad other peoples can join the cadets alongside folk native to Toril.
The academy was founded by Mirt as part of a joint investment with the retired elf adventurer
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Sabotage! The simulation chambers at Spelljammer Academy have been sabotaged, causing Saerthe’s illusions to erupt with a backlash of energy. This backlash caused the spelljamming helm aboard
Miken’s simulated hammerhead ship to malfunction at the end of part 2. The characters won’t learn the full story in this adventure, but the sabotage is related to the recent rash of thefts at the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 2: Academy Orientation Spelljammer Academy’s newest cadets are given an extensive orientation. With an assigned list of orientation tasks at hand, the characters have a chance to visit various
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 2: Like Clockwork! This encounter begins when the characters investigate strange sounds coming from the tyrant ship’s Hollow Deck. The sounds begin after the ship is well underway and millions
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 1: Tyrant Trap! The characters are roused from their slumber and given a mission: travel to the planet H’Catha and retrieve a meteor comprised of adamantine. Spelljammer Academy
While
, plasmoids, and myriad other peoples can join the cadets alongside folk native to Toril.
The academy was founded by Mirt as part of a joint investment with the retired elf adventurer Elmandar, who
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Homecoming Ten days after their encounter near the asteroid, the characters return to Toril: Shortly after Saerthe parks the tyrant ship in orbit around Toril, the hammerhead ship Flighty
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Part 1: Schemes in Sigil Julian Kok The floating skull Morte welcomes some less-than-dead adventurers to the Mortuary
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 2: Test of Mettle After breakfast, the characters travel to the main hall of Spelljammer Academy’s Simulations Deck, where they’re briefed on the upcoming training exercise before they’re led
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Part 2: The Mosaic Mimir
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Part 4: The Lamp’s Shadow Whether they learn of the temple of Tharizdun from questioning Mr. Dory or from studying the documents found in his lair, the characters should make seeking the temple their
kraken into the sea. As this part of the story begins, the aboleths have already mounted one attack on their traitorous kin at the sunken temple at Landgrave’s Folly (see part 5, “Tharizdun’s Progeny,” for more information). This assault has forced Sgothgah to flee to the temple of Tharizdun to recover.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 1: Welcome to Wildspace Spelljammer Academy’s newest recruits are brought to the Simulations Deck for a quick combat trial so that academy personnel can assess their skills and readiness. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Part 3: Master of Rules Dungeons & Dragons isn’t a head-to-head competition, but it needs someone who is impartial yet involved in the game to guarantee that everyone at the table plays by the rules
to find the proper reference. The Player’s Handbook contains the main rules you need to play the game. Part 3 of these rules offers a wealth of information to help you adjudicate the rules in a wide
Magic Items
Dungeon Master’s Guide
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
Magic Items
Dungeon Master’s Guide
This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Part 3: The Spider’s Web In this part of the adventure, the characters follow up on existing leads and lines of inquiry. They can’t learn much more in Phandalin, so they need to set out into the
retrieve his map. Each of these possible quests has its own section in this part of the adventure. The characters can remain in Phandalin long enough to rest up and purchase supplies. When they’re done, have them pick a storyline to investigate, then set out for the appropriate destination.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Part 1: Master of Worlds Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D
-designed and well-run world seems to flow around the adventurers, so that they feel part of something, instead of apart from it. Consistency is a key to a believable fictional world. When the adventurers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Part 1: A Dying District Even before they spend a lot of time in the Styes, the characters are quick to note its visible squalor. The haze of smoke hanging over the district is visible for miles, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Part 3: Chaos in Doomspace
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Part 1: Seeds of Destruction
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Part 2: Master of Adventures Whether you write your own adventures or use published ones, expect to invest preparation time beyond the hours you spend at the gaming table. You’ll need to carve out
some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of these rules is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Part 4: Wave Echo Cave Fifteen miles east of Phandalin, in the deep vales of the Sword Mountains, lies Wave Echo Cave. The rich mine of the Phandelver’s Pact was lost five hundred years ago during
orc invasions that devastated this part of the North. In the centuries since, countless prospectors and adventurers have searched for the lost mine, but none succeeded until the Rockseeker brothers
Spells
Player’s Handbook
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Equipment
quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Equipment
a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Spells
Player’s Handbook
Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Equipment
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High Jump;High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.






