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Returning 35 results for 'sense some adventure'.
Other Suggestions:
serve some adventurers
Classes
Player’s Handbook
communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Becoming a
Defense, Weapon Mastery
2
+2
2
2
+2
Danger Sense, Reckless Attack
2
+2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
+2
2
4
+2
Ability Score Improvement
3
+2
3
5
+3
Monsters
Fizban's Treasury of Dragons
dragon’s might. They serve as enforcers of their masters’ will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are
foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon’s reward, and they dream of a world where dragons can live among them as their rulers.
Monsters
Mythic Odysseys of Theros
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
effectively another sapient being’s face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The
Monsters
Mythic Odysseys of Theros
.
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Monsters
Acquisitions Incorporated
. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was
come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor.
Despite his easily massaged vanity, the dragonborn sometimes shows
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
and adventures involving crystal dragons.
Crystal Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A towering
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water and air but not food or sleep
Backgrounds
Baldur’s Gate: Descent into Avernus
; literally or otherwise — as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely
comes to us all eventually.
2
I never make eye contact or hold it unflinchingly.
3
I have no sense of humor. Laughing is uncomfortable and embarrassing.
4
I overexert myself
Backgrounds
Sword Coast Adventurer's Guide
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
Skill
trouble, I’m always ready to lend help.
3
When I set my mind to something, I follow through no matter what gets in my way.
4
I have a strong sense of fair play and always try to find
Backgrounds
Sword Coast Adventurer's Guide
strong code of honor or sense of propriety that others don’t comprehend.
4
I express affection or contempt in ways that are unfamiliar to others.
5
I begin or end my day with small
along my way. (Good)
2
Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3
Adventure. I’m far from home, and everything is strange
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
with controlling a construct for all time as punishment.
If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the Brain in a jar;brains in jars encountered in the
races
of information and advice for nearby communities. Adventure tales abound in which a protagonist receives counsel from an ogresh before setting off on their quest, even as others describe royal
youth that might last decades, they are driven by a deep-seated sense of wanderlust. This feeling compels them to travel in search of a suitable area to settle—one holding ample natural resources
races
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description
Gnome
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake
know that most races don’t share their sense of humor, but they enjoy anyone’s company just as they enjoy everything else they set out to do.
Subrace
Choose one of the subraces below
races
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Adventure Hooks You can bring the characters into this adventure in any way that makes sense for your campaign. Make use of any of the following suggestions, or use them as inspiration.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Adventure Hooks You can bring the characters into this adventure in any way that makes sense for your campaign. Make use of any of the following suggestions, or use them as inspiration.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Expedition Options This adventure is designed to provide plenty of options for you as the DM, and to help give the players a strong sense of agency and choice.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Expedition Options This adventure is designed to provide plenty of options for you as the DM, and to help give the players a strong sense of agency and choice.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mézières, and the film Jupiter Ascending by the Wachowski sisters. In this adventure, brave heroes must defeat otherworldly foes to save their planet. Absurd plot twists undercut the sense of urgency
Adventure Inspiration Light of Xaryxis is inspired by science-fiction pulp adventures such as Flash Gordon, John Carter of Mars, the comic Valérian et Laureline by Pierre Christin and Jean-Claude
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mézières, and the film Jupiter Ascending by the Wachowski sisters. In this adventure, brave heroes must defeat otherworldly foes to save their planet. Absurd plot twists undercut the sense of urgency
Adventure Inspiration Light of Xaryxis is inspired by science-fiction pulp adventures such as Flash Gordon, John Carter of Mars, the comic Valérian et Laureline by Pierre Christin and Jean-Claude
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
key locations missing. Just finding the Haunted Keeps should feel like an accomplishment. The players (and maybe the characters as well) can gain a sense of accomplishment if they have a more-or-less complete map of the region by the time the adventure draws to a close.
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
key locations missing. Just finding the Haunted Keeps should feel like an accomplishment. The players (and maybe the characters as well) can gain a sense of accomplishment if they have a more-or-less complete map of the region by the time the adventure draws to a close.
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
have a sense that they need to act quickly to deal with the situation presented by the adventure. This creates tension between the need to rest and the sense that things are getting worse while the
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
have a sense that they need to act quickly to deal with the situation presented by the adventure. This creates tension between the need to rest and the sense that things are getting worse while the
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
involved in the adventure. Maybe the adventurers stumble onto something they’re not meant to see, monsters attack them on the road, an assassin makes an attempt on their lives, or a dragon shows up at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
involved in the adventure. Maybe the adventurers stumble onto something they’re not meant to see, monsters attack them on the road, an assassin makes an attempt on their lives, or a dragon shows up at the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
adventure. The “Overview” section describes how the adventure is expected to run and gives you a broad sense of what the player characters should be doing at any given time.
Running the Adventure Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
politics of the city, Sharn has a wide range of cursed ruins, haunted slums, shunned catacombs, and other dangerous places. Wise folk avoid these areas, but those whose hunger for adventure outweighs their good sense might do the opposite.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
politics of the city, Sharn has a wide range of cursed ruins, haunted slums, shunned catacombs, and other dangerous places. Wise folk avoid these areas, but those whose hunger for adventure outweighs their good sense might do the opposite.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
adventure. The “Overview” section describes how the adventure is expected to run and gives you a broad sense of what the player characters should be doing at any given time.
Running the Adventure Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lich-god’s unholy symbol or robed cultists worshiping Vecna. Reminding the characters periodically about the lich-god’s evil plan adds a sense of urgency to the adventure.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lich-god’s unholy symbol or robed cultists worshiping Vecna. Reminding the characters periodically about the lich-god’s evil plan adds a sense of urgency to the adventure.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
one of the hags is still alive. The surviving hags can sense when Zybilna is released from temporal stasis—or, rather, they can sense when their hold over Prismeer is lost. The instant Zybilna regains
is beyond the scope of this adventure; flesh out its occupants and defenses as you see fit if the characters decide to pay the hags a visit. Zybilna takes no immediate action against the surviving hags