Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'setting strong adventurers'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        setting song adventure
                                    
                                
                                    
                                        setting song adventures
                                    
                                
                                    
                                        serving strong adventurers
                                    
                                
                                    
                                        searing strange adventurers
                                    
                                
                                    
                                        setting strange adventure
                                    
                                
                        
                    
                
                        
                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     childâhelps 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, thereâs a crime syndicate like the Boromar Clan in the Eberron setting or a
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's
                                                
                                            
                                                
                                                     spying on the temple for years, but he needs adventurers to help him survive its perils. He thinks that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there, but
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    ;s dread overlord, the red wyrm Klauth. Scattered here and there are the crushed or charred bones of powerful adventurers and entire orc hordes that dared to enter the valley.
âOld Snarl,&rdquo
                                                
                                            
                                                
                                                     stone â a task impossible for anyone not as large and strong as an ancient dragon.
Klauth is one of the largest and most fearsome red dragons ever known in Faerûn. Huge but graceful, he
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
                                                
                                            
                                                
                                                     following lair actions; the dragon turtle canât take the same lair action two rounds in a row:
Blasting Current. A strong water current moves through the dragon turtleâs lair. Each creature
                                                
                                            
                                        
                                                     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-Orc
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     warriors, since he had a strong streak of human blood in him, and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his strength, his
                                                
                                            
                                                
                                                     fierceness, and his wits. Human ancestry was no blemish against a warriorâprovided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Half-orcs who were weaker than their
                                                
                                            
                                        
                                                    Dragonborn
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , gold, or copper-green. They are tall and strongly built, often standing close to 6œ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three
                                                
                                            
                                                
                                                     fingers and a thumb on each hand.
The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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 manâs 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
                                                
                                            
                                        
                                                    Firbolg
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells
                                                
                                            
                                                
                                                     overwhelming attack.
Outcast Adventurers
As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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: âWe wear
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     evolution. The lich Acererak â a powerful wizard and demonologist and the infamous master of the Tomb of Horrors â 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
                                                
                                            
                                        
                                                    Bugbear
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
                                                
                                            
                                                
                                                     instead of killing them, he showed mercy and even honored them in a way by setting them free â under his control â so that bugbears could continue to employ their talents against his enemies
                                                
                                            
                                        
                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant
                                                
                                            
                                                
                                                    
Might. The strong train so that they might rule those who are weak. (Evil)
5
Bravery. To act when others quake in fear â this is the essence of the warrior. (Any)
6
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    Krenkoâs Way âKrenkoâs Wayâ is a short adventure for a party of four to six 1st-level adventurers, who might advance to 2nd level by the adventureâs conclusion. It is set in the Tenth District of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs 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 Masterâs 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 Masterâs 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 Masterâs Guide
                                                    
                                                
                                            
                                                     adventuring party If youâre 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. Donât 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 Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Itâs 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, âWhat if the standard assumptions werenât true in my world?â 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 â 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 â a vast realm of free settlements surrounded by lawless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    -green. They are tall and strongly built, often standing close to 6œ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each
                                                
                                            
                                                
                                                     hand. The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor â bright red
                                                
                                            
                                        
                                                     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 HâCatha (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 Masterâs 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 âGreyhawk Gazetteerâ in chapter 5); another lies under the lost city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs 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 Masterâs 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 Masterâs 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 youâre 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 âOld Towerâ section, adventurers meet a lonely hill giant with an axe to grind; The âInner Circlesâ section describes a series of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     can challenge all manner of adventurersânovice or veteran, weak or strongâand can make the reward at the end of the adventure feel well earned. Riddles can be used to do any of the following: Provide
                                                
                                            
                                                
                                                     an opportunity for the characters to engage with a creature thatâs too strong to defeat in combat Reward clever characters who overcome a challenge with brains instead of brawn Make a villain, an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs 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 âland of the Flan.â The regionâs 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 DMâs creation or in a published campaign setting.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     all begin in the Free City of Greyhawk. Bastion Friendly There are ample places within the city and on the cityâs outskirts where adventurers can build Bastions (see chapter 8). Key Conflicts Two of
                                                
                                            
                                                
                                                     the three central conflicts of the Greyhawk settingâthe threats of Elemental Evil and Iuzâare 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 Vizeranâs 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
                                                
                                            
                                        






