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                        Returning 35 results for 'setting spark adventurers'.
                    
                
                        
                            
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                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
                                                
                                            
                                                
                                                    ).
Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there’s a crime syndicate like the Boromar Clan in the Eberron setting or a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire
                                                
                                            
                                                
                                                    , making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
                                                
                                            
                                                
                                                    , wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
                                                
                                            
                                        
                                                    Tortle
                                                    
    
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                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
                                                
                                            
                                                
                                                    . Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart
Tortles have a saying: “We wear
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     evolution. The lich Acererak — a powerful wizard and demonologist and the infamous master of the Tomb of Horrors — anticipated his own transformation, preparing for it by setting enchanted
                                                
                                            
                                                
                                                     their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
                                                
                                            
                                        
                                                    Tabaxi
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     its secrets and nature have been laid bare.
Tinkers and Minstrels
Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer
                                                
                                            
                                                
                                                     instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.
These
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their
                                                
                                            
                                                
                                                     degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Parleying with Monsters Why fight if a lively chat is possible? If things get out of hand, just show yourself out with a dimension door.
 Tasha
 Meeting a monster doesn’t have to spark a fight. An
                                                
                                            
                                                
                                                     offering, like food, can calm some hostile monsters, and sapient creatures often prefer to talk than to draw weapons. If the adventurers try to parley with a monster, you may improvise the encounter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     Ravnica and serves as an introductory adventure to the setting. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Adventurers can be affiliated with any of the guilds.  KARL KOPINSKI
                                                
                                            
                                                
                                                    Krenko’s Way “Krenko’s Way” is a short adventure for a party of four to six 1st-level adventurers, who might advance to 2nd level by the adventure’s conclusion. It is set in the Tenth District of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     setting. This approach allows the same group of adventurers to sink their teeth into all three overarching conflicts while ensuring that each storyline feels distinct.
                                                
                                            
                                                
                                                    Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Company of Seven, The The Company of Seven was a group of adventurers active hundreds of years ago in the Greyhawk setting. Its members included Heward, Keoghtom, Murlynd, Nolzur, Quaal, Tasha (see
                                                
                                            
                                                
                                                     Iggwilv), and Zagig (see Zagyg). Some of these adventurers achieved near-divine status, and most of them are remembered for magic items that carry their names. The group inspired the formation of the Circle of Eight (described in chapter 5).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
                                                
                                            
                                                
                                                     in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     adventuring party If you’re using a published campaign setting, pick any location in that setting and develop it as you like. A published setting or adventure might give you all the details you need. The
                                                
                                            
                                                
                                                     setting, start small by detailing only this starting area. The rest of your setting can remain undeveloped for now. Don’t spend too much time fleshing out the geopolitical landscape of your world or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Other Quests Chapters 1 and 2 are structured around quests, some of which touch on the major story arcs of the adventure while others merely show off other cool aspects of the setting. In chapter 1
                                                
                                            
                                                
                                                    , the adventurers undertake quests that lead them from one Ten-Towns settlement to another. Each town has a problem, and the adventurers get rewards for helping. In chapter 2, rumors spur the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
                                                
                                            
                                                
                                                    . Ask yourself, “What if the standard assumptions weren’t true in my world?” The World Is a Mundane Place. What if magic is rare and dangerous, and even adventurers have limited or no access to it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     adventurers — and, of course, the luck of the dice. You can run Dragon of Icespire Peak for as few as one player or as many as five players. Each player starts with a 1st-level character. The adventure is set a
                                                
                                            
                                                
                                                     short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North — a vast realm of free settlements surrounded by lawless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     Toril (the world of the Forgotten Realms setting). From there, the characters enter Wildspace and travel to the distant planet H’Catha (the outermost world in the Wildspace system known as Realmspace
                                                
                                            
                                                
                                                    ) to retrieve an adamantine meteorite. Playing in the Adventurers League
 You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     alphabetical order.  Acererak Acererak (ah-SAIR-er-rack) is a powerful lich who travels between worlds and takes pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons to
                                                
                                            
                                                
                                                     suffer horrible deaths. The most famous of such dungeons is the Tomb of Horrors, hidden in the Vast Swamp in the Greyhawk setting (see “Greyhawk Gazetteer” in chapter 5); another lies under the lost city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Heroes of the Lance, The The adventurers known as the Heroes of the Lance, whose deeds helped prevent Takhisis (see Tiamat) and her evil dragons from conquering the world of the Dragonlance setting
                                                
                                            
                                                
                                                    , began as a small group of young adventurers and their aging dwarf mentor. This original group (known as the Innfellows) consisted of Tanis Half-Elven, the brothers Raistlin and Caramon Majere, Sturm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Companions of the Hall, The Named for the dwarf stronghold of Mithral Hall in the Forgotten Realms setting, the Companions of the Hall is a group of heroic adventurers whose exploits have spanned
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     adventures happen. Even if you’re using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Anauroch. This chapter describes this setting, beginning with an overview of the Savage Frontier and some of its key inhabitants, then presenting descriptions of specific locations. The chapter
                                                
                                            
                                                
                                                     concludes with three encounters that help propel the story forward: In the “Old Tower” section, adventurers meet a lonely hill giant with an axe to grind; The “Inner Circles” section describes a series of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     as the Flan. Greyhawk is an independent city in Eastern Oerik that attracts large numbers of adventurers. Greyhawk doubles as the name of the campaign setting.
                                                
                                            
                                                
                                                     and adventurers. The Flanaess (pronounced flah-nay-ess or flay-nayz) is another name for Eastern Oerik and means “land of the Flan.” The region’s first human settlers and their descendants are known
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     might decide to seal the site away or take it over as a home base or stronghold. If the latter occurs, news of a group of powerful adventurers setting up shop in the ruins of Delimbiyran travels quickly
                                                
                                            
                                        
                                                     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 DM’s creation or in a published campaign setting.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Tinkers and Minstrels Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become
                                                
                                            
                                                
                                                     trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment. These wanderers keep to civilized realms, preferring to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     all begin in the Free City of Greyhawk. Bastion Friendly There are ample places within the city and on the city’s outskirts where adventurers can build Bastions (see chapter 8). Key Conflicts Two of
                                                
                                            
                                                
                                                     the three central conflicts of the Greyhawk setting—the threats of Elemental Evil and Iuz—are the source of major tension and intrigue in the Free City of Greyhawk. The third conflict, involving evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Victory without Vizeran It is up to you whether or not the adventurers can succeed against the demon lords without Vizeran’s aid. They might be able to implement his plan on their own, particularly
                                                
                                            
                                                
                                                    , the ritual can be performed in any location in the Underdark imbued with faerzress. Vizeran has kept this information from the adventurers only because he sees the ritual as his chance to destroy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     might not have the strength to win the fight alone, and that’s where adventurers come in. Gatekeepers can serve as patrons or advisors, providing crucial information or setting the adventurers on the
                                                
                                            
                                                
                                                     proper path. They can also come to the rescue of adventurers who are close to being overwhelmed by mind flayers or dolgaunts. At certain points in a campaign, the Gatekeepers might seem to be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     adventurers is one in which the characters complement each other and cover the weaknesses of their companions. The adventurers must cooperate to successfully complete the adventure. The adventure is the
                                                
                                            
                                                
                                                     desires. In either case, an adventure features a fantastic setting, whether it’s an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. It features a rich cast of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     Wyrmspeakers.” Seeking to capture a high-ranking cult leader is a great step in the fight against the cult. Once they return to Waterdeep, the adventurers then become embroiled in the first session of
                                                
                                            
                                                
                                                     the “Chapter 9: Council of Waterdeep.” Tyranny of Dragons can be adapted to different regions of the Forgotten Realms, or to a different campaign setting entirely with a bit of preparation on your part
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    . When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they hide in, setting it
                                                
                                            
                                                
                                                    Plan of Attack This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be their best option if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Adventures An adventure might be created by the Dungeon Master or purchased. In either case, an adventure features a fantastic setting, such as an underground dungeon, a wondrous wilderness, or a
                                                
                                            
                                                
                                                     adventurers explore environments, events, and creatures presented by the DM. Battles, traps, negotiations, mysteries, and more arise during these explorations. Adventures vary in length and complexity. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Plan of Attack 
 Dragon Cultist
 This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be
                                                
                                            
                                                
                                                     if they are indoors. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they
                                                
                                            
                                        






