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Returning 35 results for 'sets some adventure'.
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Backgrounds
Baldurâs Gate: Descent into Avernus
; literally or otherwise â 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
one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for
Species
Mordenkainen Presents: Monsters of the Multiverse
a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. Youâre also free to come up with your own
;t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. Fairies and harengons, however, have a life span of about a century.
Height and Weight
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
campaign, and each adventure provides information about how Murgaxorâs influence corrupts and warps creatures and places on campus. The end of each adventure provides information that foreshadows or sets
up the events of the next adventure. The characters ultimately confront Murgaxor in chapter 6, where the villain is described in detail.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that makes up chapter 4 of this book, âThe Orrery of the Wanderer,â sets up downtime options between adventure episodes as a key component of the campaign.) But an Acq Inc campaign offers even more
killing monsters and taking their stuff. Before your party sets out for the Fortress of Eternal Peril, an intern can be sent to research that magic book found in a previous adventure. Your majordomo
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult of the Black Earth sets a trap for the characters by spreading rumors of a fire witch terrorizing the Nettlebee halfling clan. This adventure is designed for 6th-level characters. Vale of
ancient dwarf kingdom of Besilmer, is the Halls of the Hunting Axe. When a young dwarven noble sets out to find the dwarf-kingâs tomb, the characters discover heâs not the only one after the prize. This adventure is designed for 11th-level characters.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Nondeadly Resolutions This adventure sets up a number of encounters for the characters to fight their foes. However, other nondeadly resolutions are equally valid ways to resolve enemy encounters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Adventure Summary The adventure is split into three narrative components: Discovering Vecnaâs Activity. In chapter 1, the characters stumble upon a cult of Vecna performing a ritual to extract
secrets. When the characters clash with the cult, they become linked to the lich, which sets them on the path to discover Vecnaâs plot to remake the multiverse. Seeking the Rod. In chapter 2, the characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Keys from the Golden Vault If the characters become Golden Vault operatives, they receive an ornate, key-operated music box from their handler. Each adventure in this book includes a âUsing the
open and plays a message that assigns them a heist, provides basic details, and sets them on the right path. After the message plays, the box closes and the key vanishes.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lord of Blades Adventure Hooks The Lord of Blades Adventure Hooks table sets out some reasons how the characters could come in contact with the Lord of Blades. Lord of Blades Adventure Hooks d6
Adventure Hook 1 A newly awakened docent (see chapter 5) tells its new owner that the Lord of Blades is the only hope for averting a coming catastrophe. 2 A military officer hires the characters to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Silenceâ heralds the godsâ return and provides participating characters with a better understanding of their relationship to the gods. âEye in the Skyâ sets participating characters on the path to
becoming members of the Mages of High Sorcery (see chapter 1). âScales of Warâ reveals the mysterious draconians. Before starting the adventure in chapter 3, review the encounters here and choose one or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
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
MéziÚres, 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
nefarious activity happening in an adventure, having the dragonâs minions mention the nature of their boss sets up the coming climactic encounter. Although the climax must hinge on the successes and
Bring It to an End The climactic ending of an adventure fulfills the promise of all that came before. The best climax is one the players see coming, so if a dragon is the mastermind behind all the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Splitting Loyalties The plans of Ashen Heir anarchists go awry when a purple worm erupts into Three Suns Square During the adventure, characters will ally with one of two factions: the Brightguard
or the Silent Roar. The Brightguard approaches them first, but characters might change their loyalties. How the characters manage relationships with these factions affects how the adventure unfolds
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
help from the characters is forthcoming. The âShowdown!â section helps you run an encounter involving the characters and the dragon. Regardless of what happens to Ten-Towns, the âVellynneâs Questâ section sets up the final three chapters of the adventure.
Running This Chapter Review the chardalyn dragonâs stat block and description in appendix C before running this chapter of the adventure. Stopping the dragon will be a daunting task for the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure The Storyteller Nimuel reveals the chaos caused by a rampaging bakunawa The adventure begins as the characters approach Kalapang. As they draw near, they witness a calamity
in lightning and with multiple sets of wings. As smoke begins to rise from Kalapang, the creature dives toward the town.
The characters are still a mile from Kalapang when Pangil ng Buwanâa bakunawa
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Adventure Background An evil cult has reclaimed an abandoned temple hidden in the mountains. Although time and neglect have taken their toll on the place, the cultists were pleased to find an
relatively harmless missions to steal goods, he whispers to the non-Undead members of the cult to undermine their loyalty to Xia. The gullible cultists are in disarray, and the charactersâ arrival sets the stage for the final phase of Nezzarumâs plan.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
under the command of Captain Elaina Sartell. The ship then rocketed into space!
Captain Elaina Sartell As the Moondancer leaves the planetâs atmosphere and enters Wildspace, Captain Sartell sets a
Wildspace, estimate how many days it will take the Moondancer to get there. If the adventure began on Toril, the Rock of Bral is one of several asteroids orbiting the planet, and getting there takes only a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Putting a mystery in front of the characters at the very start of the adventure sets the tone for whatâs ahead and draws them in to the story. The Story Opening table offers some ways to draw the
the pulse-pounding action of a pulp adventure, noir typically relies on intrigue â in every sense of the word â to keep the protagonists engaged as they move deeper into the story. Setting the Stage
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Adventure Summary The adventure is divided into two parts, âThe Haunted Houseâ and âThe Sea Ghost.â âThe Haunted Houseâ likely plays out in the following sequence. The characters arrive in the town
of a large ship, though such a vessel is not to be found. The first part of the adventure concludes when the characters return to Saltmarsh with the truth and are rewarded for their work. The town
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Difficulty Class You establish the Difficulty Class for an ability check or a saving throw when a rule or an adventure doesnât give you one. Choose a DC from the Typical DCs table based on the taskâs
formula: DC = 8 + ability modifier + Proficiency Bonus This formula often sets the saving throw DC when a creature is casting a spell or using a special ability, but it can also apply to ability
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
The Margraveâs Agent AdriĂĄn Ibarra Lugo The hooked peak of Iggwilvâs
Horn towers over the rest
of the Yatil Mountains However the characters take on the adventure, they eventually arrive at the
Lazy Bat, where they meet an agent who serves the Margrave of the March of Bissel. Read or paraphrase to begin the adventure: An unassuming human sits across from you at a corner table in the Lazy
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
and keep the story going. The DM is a narrator. The DM sets the pace of the story and presents the various challenges and encounters the players must overcome. The DM is the playersâ interface to the
D&D world, as well as the one who reads (and sometimes also writes) the adventure and describes what happens in response to the charactersâ actions. The DM plays monsters. The DM plays the monsters
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Beginning the Adventure The adventure begins on a large island named Rakfir in a seaside tavern called the Smiling Fish. The characters are meeting with their longtime friend Mirel Astafar, a well
-dressed, wealthy human merchant (Medium, Neutral Good Noble). Read or paraphrase the following aloud to begin the adventure: You arrive at the Smiling Fish to find Mirel Astafar ensconced in a booth, a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Damming the Styx If the characters are traveling with the ice imp (see âMirror of Mephistarâ), it leads them to the narrowest point of the Styxâs tributary river and sets about hammering its five
the characters visit Belâs forge later in the adventure (see âBelâs Forgeâ), they find it under siege from Shummrathâs hastily mustered forces. The attackers are quickly overwhelmed, forcing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A wide variety of talents can be useful in the work of an inquisitive, leading the Findersâ Guild to employ specialists with diverse skill sets. Many inquisitives come from
things take a deadly turn. Such a Client is often a nonplayer character whose connection with the party is dissolved at the end of an adventure, but sometimes a Client develops a taste for excitement and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first
their small stature to their easy demeanor, makes them unlikely candidates for taking up a life of adventure away from home. Yet every generation produces a handful of exceptional individuals who defy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(dare we say) dragons. This book, created in concert with Wizards of the Coast, sets you up for success in your own fantasy-business endeavors. Chapter 1 provides an orientation for new franchise members
enterpriseâs success. Chapter 3 delves into backgrounds for Acq Inc franchise members, entrenching company goals at the core of their beings. In Chapter 4, all this comes together in an adventure
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
have had a chance to get to know one another, read: Light rain begins to patter on the cobblestones as the sun sets behind the spires and towers of the city. You see a male vedalken in well-tailored
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Kingâs Thunder is an example: the events of this campaign-length adventure are set in motion by Annamâs suspension of the ordning and by the scheming among the daughters of a storm giant king
The death of a storm giant sets off a wide-ranging struggle among various giant leaders to fill the resulting power vacuum. 3 A cataclysmic disaster (such as a volcanic eruption, unending winter, or
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
apply the rules and keep the story going. The DM is a storyteller. The DM sets the pace of the story and presents the various challenges and encounters that the players must overcome. The DM is the
playersâ interface to the D&D world, as well as the one who reads (and sometimes also writes) the adventure and describes what happens in response to the charactersâ actions. The DM is a roleplayer. The DM
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
search Phandalin for signs of the missing wizard, Iarno Albrek. When his investigation hits a dead end, he sets up a meeting with Townmaster Harbin Wester (see the âTownmasterâs Hallâ section). During
this part of the adventure, the characters can visit the various locations in Phandalin and talk to the NPCs there. (See the âTown Descriptionâ section for details.) The town is small enough that it
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
. Ultimately, donât hesitate to employ the settingâs most infamous castle even if you donât plan to run a lengthy siege. The adventure Curse of Strahd explores Barovia and Castle Ravenloft in detail
, but you can also use the ideas on the Barovia Adventures table to create your own plots. Barovia Adventures d8 Adventure
1 The Mists draw the characters into Barovia, where the fortune
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
âJenna Helland, Godsend
The caprice of the gods. The destiny of heroes. Great journeys into monster-infested wilds, and mythic odysseys to the edge of the world and back. These elements of adventure
world was created as a setting for the Magic: The Gathering trading card game, explored in card sets beginning in 2013. The lands of Theros serve as an example of how to take inspiration from real-world
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure Hooks This adventure is designed for 3rd-level characters, but see the âStarting the Adventureâ section for more options. When the players create characters, encourage each of them to
choose adventure-specific hooks from the list below and align with a faction (see âFactionsâ below). Doing so ties the characters more to the fight against Elemental Evil. The following descriptions detail
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna. Kas doesnât yet know the site of Vecnaâs ritual is also on Pandemonium, the same plane where Miska is imprisoned, but the vampire finds out later in this adventure. Kas in the Sanctum While
disguised as Mordenkainen, Kas never lets his guard down or removes the Crown of Lies. Occasionally during this adventure, Mordenkainen is absent from the sanctum. During these interludes, the vampire






