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Returning 15 results for 'series all creation'.
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Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 4th-level characters, is the last in a series of four adventures. The adventure takes place in Realmspace, a Wildspace system described in the
seriesâ third installment, Spelljammer Academy: Realmspace Sortie! Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides
with adventures, a DM might create a campaign from scratch, assemble a campaign from published adventures, or mix homemade material with published material. And the campaign might take place in a world of the DMâs creation or in a published campaign setting.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides
world of the DMâs creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Masterâs Guide).
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 3rd-level characters, is the third in a series of four adventures. The adventure begins at Spelljammer Academy, which is located on the planet
adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Adventure Hooks Trial by Fire follows the events of Orientation, the first adventure in the series. Characters who did not participate in the first adventure are assumed to have completed their
League for character creation and rewards, available in the D&D Adventurers League Playerâs Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-02.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
DM, includes details and rules for observatories: locations that facilitate stargazing and astronomical studies.
The Sky of Many Things A zodiac is a series of constellations that appear to rotate
starting point for a zodiac of your own creation. Many Stars, Many Worlds
In the settings of D&D, most stars in the night sky are suns, planets, or other distant objects, all of which exist in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the new creationâcreates a worldview where all that matters is the Heralds of the Comet. Recruitment The Heralds of the Comet seeks recruits to swell the groupâs ranks. Initiates believe they have a
rite takes place overnight. The aspirants, who are sleep deprived, hungry, and thirsty, are led through a series of experiences that narrate the groupâs version of the history of the multiverse
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
usually describes locations so the players know whatâs happening and have a sense of what their charactersâ options are.
Whether youâre running a published adventure or one of your own creation, your
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
.
Whether youâre running a published adventure or one of your own creation, your initial description of a room or situation should focus on what the characters can perceive. You donât have to reveal every
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lean toward the creation of mechanical devices. Every warren has members of each persuasion, and they are all bound by mutual respect for what they do despite their different perspectives. Practical
artificerâs inventions might include items such as a lock box that opens with a verbal command or a series of gestures, a clockwork critter designed to respond to simple commands, or a common magic item (such
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation. After
holds the Horned Kingâs enormous ziggurat palace. A confusing jumble of crooked hallways and myriad chambers, the palace is surrounded by a mile-wide moat concealing a maddening series of submerged stairs
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
. The Pereghost is never seen without his full armor and a face-covering helm. If it isnât an elf behind the mask, then I suspect a series of humans might have masqueraded as the Pereghost during the
creation and occupation, she told much the same story as I have told, adding a few characters from its history that I hadnât heard of before. When asked about castle hauntings, the seneschal only
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
temple. One can follow this path to a series of saferooms secured by mechanical devices. Some saferooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
will as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
temple. One can follow this path to a series of safe rooms secured by mechanical devices. Some safe rooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City, though
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
potency after 1 hour. X3: Hashutuâs Room The door to this room bears a series of small, raised dots. This is a message in Qualith, the mind flayersâ tactile language that most creatures must resort to
. The mind flayer raises its hands and the beholder shudders, its eye stalks writhing. The beholder telepathically squeals, âI will serve! I will serve!â (This scene shows the creation of Golcuus the






