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Returning 31 results for 'shifter sail adventure'.
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shifter same adventure
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Monsters
Fizban's Treasury of Dragons
. (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks
table offers suggestions for stories and adventures involving dragon turtles.
Dragon Turtle Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure
Monsters
Fizban's Treasury of Dragons
)
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Young Dragon Turtle;Young
13
fog cloud
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers
suggestions for stories and adventures involving dragon turtles.
Dragon Turtle Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
Monsters
Fizban's Treasury of Dragons
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
for stories and adventures involving dragon turtles.
Dragon Turtle Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A
Species
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and
Backgrounds
Sword Coast Adventurer's Guide
have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
Halruaans usually make their journeys into Faerûn for
along my way. (Good)
2
Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3
Adventure. I’m far from home, and everything is strange
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
start this part of the adventure: The walled city of Kalaman rises in the distance, spreading across the southern shore of a wide bay. Ships sail to and from the city’s walled harbor, their courses lit by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
foes. New horizons of adventure now lie before you. What wonders and terrors will you discover across the waves? Set sail and find out!
the high seas. Some of these adventures initially charted their courses in the earliest days of D&D’s history, while others set sail in more recent years. In each case, these tales of plunder and peril
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
tell tales of the bold explorer Captain Siona and her ship, the Pyleas, recounting her epic voyages to mystical islands. Both captains and their crews still sail the waves of Theros, their stories far
brave crews sail along with them. Feel free to think of the ship your heroes travel upon less in the terms of a pirate story (full of commonplace duties and dangers) and more like a vessel in a space
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
information from the book as the adventure continues. To get the characters into the mystery as quickly as possible, their trip to Waterdeep unfolds with no problems or random encounters, unless you
determine otherwise. The easiest way for characters without access to teleportation magic to travel from Candlekeep to the City of Splendors is to sail up the Sword Coast. Many merchant ship captains
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
towers of Skyway, in the deepest depths of the Cogs, or anywhere in between. At the end of this chapter is an introductory adventure, “Forgotten Relics,” set in Sharn. Sharn can be a grim place that
City d6 Adventure Seed 1 A homicidal changeling has killed two members of different dragonmarked houses, and doesn’t plan to stop until one heir from each of the dragonmarked houses is dead. 2 A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Adventure Hooks Here are some hooks you can use to lure characters to the Snout of Omgar: While traveling by ship around the Chultan peninsula, the characters are caught in a storm and washed ashore
fast ship (the Brazen Pegasus) to transport them to the island.
A ship carrying the famous explorer Volothamp “Volo” Geddarm is missing. It set sail for the southern coast of Chult and never arrived
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad
families controls much of the world’s economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool—to build cities, to sail ships through the skies
Compendium
- Sources->Dungeons & Dragons->Divine Contention
immediately. ADVENTURE LOCATIONS
This adventure encourages characters to explore locations marked on the DM’s map of the Sword Coast. When the characters embark on a journey to a location, use the
section of this adventure that describes that location in detail. For instance, if the players choose to undertake the Dumathoin’s Gulch Quest, go to the “Dumathoin’s Gulch” section. Each location
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
hazards and countless uncharted islands can make what should be a journey of a month a year-long odyssey. Even a routine journey can become an epic adventure if the characters anger a god, such as Thassa
, who can make sure the waves are never in their favor. Embarking on Adventure To begin any nautical adventure, heroes must take that first, often daunting, step away from dry land. The Adventures at
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->Wayfinder's Guide to Eberron
alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
adventure and adds a layer of neo-noir intrigue. Stories don’t always end well and there isn’t a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
magic turns against the characters, forcing them to doubt abilities they previously took for granted. Here, no adventure site is too fantastical. Anything explainable as “an evil wizard did it” fits
Hazlan Adventures table suggests other adventures that might unfold here. Hazlan Adventures d10 Adventure
1 Hazlik’s apprentice Eleni charmed the ancient albino purple worm Gravedrinker, using
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
provide the best seaworthy warriors, nevertheless ship s that are looking to make repairs, take on sailors or sail-menders, or store large cargoes are likely to find their needs met here. Purple Rocks
I received was nearly as warm as I might have found among the Gunds, and I found the Rocklanders to be a fine audience for my tales of travel and adventure. However, something makes me think I
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sits on the south riverbank, knows the waters well enough to guide boats safely between the mainland and the smaller island’s jetty. Characters who attempt to sail or swim to the islands are swept
evening.” This phrase was part of the visions imparted by the memory web (see the “Flood of Memories” section earlier in this adventure), though the characters might not recognize its significance. A
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
table suggests a few adventures the god’s champions might involve themselves in. Iroas’s Quests d6 Adventure Goal
1 Defeat Returned bandits who are terrorizing the polis.
2 Defend a
polis against a champion of Mogis.
3 Sail to a remote island to reclaim a lost weapon of great power.
4 Establish law and order in a place of anarchy and lawlessness.
5 Triumph in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure. T1. Skycoach Platform A large platform at the top of a tower is crowded with a diverse crew of humanoids. A prominent dock juts out from the tower, overlooking the crowded bridges and
unconscious and currently has 5 hit points remaining. After getting the information she needed from Germaine, Garra knocked her out using oil of taggit (see “Caden d’Orien” earlier in this adventure). A
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Pulp Adventure Eberron is a world of swashbuckling adventure and two-fisted action. Whether you’re a DM developing an adventure in the world or a player preparing to explore it, here are a few things
heroes of pulp adventure are often able to overcome seemingly impossible odds. One way to reflect this is to use the optional hero points rule from chapter 9 of the Dungeon Master’s Guide. This is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Turtle Adventures The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles. Dragon Turtle Adventure Hooks d8 Adventure Hook
1 A
.
4 The sea around a wizard’s tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.
5 A royal bathhouse was renowned
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Underworld Crossing Adventures d12 Adventure Goal
1 Enter the Underworld without alerting Athreos to your presence.
2 Escape the Underworld.
3 Force someone to lose their identity in
valuable from the banks of the Tartyx River and escape unseen.
9 Sail from the crossing to a nearby, haunted island in the center of the Tartyx River.
10 Convince an innocent spirit who keeps
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in contact with an adventuring party on any kind of journey. Each of these characters might spark an entire new adventure, or might be little more than a momentary diversion. Determine details
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
entry to make it the start of an encounter or adventure, though not every event needs to draw the characters into a longer story. Each table is meant to be used on a different level of Sharn: the lower
you and quickly move apart. 45–46 Three shifter children run by you, yelling and chasing each other with wooden swords. They duck into a boarded-up building. 47–48 "Stop her! She stole my necklace
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
radiant space, where no two steps share the same gravitational orientation. It includes ramps, hovering platforms, and clockwork conveyor belts along its endless construction. The adventure anthology
between planes and layers. Trading vessels sail up and down its length, and small towns line its banks. Travelers can usually find a boat to hire somewhere along its shores. River Styx The River Styx
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
frost giant). At the behest of her lord, Jarl Storvald, Drufi led this expedition to retrieve the ring. Storvald wants it for reasons explained in the adventure Storm King’s Thunder. He believes that
dealing with frost giants. The giants’ next step will be to push farther south. At some point (determined by you), they’ll return to the Hvalspyd, sail south to Refuge Bay, and start the search afresh from
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
sconces line this expansive cavern, illuminating its rocky ledges and the wooden shanties built against the walls. To the south, the cave opens to the sea, where a ship with a green sail is moored to a
green sail looks newly sewn and depicts a grinning black dragon. B3: Crew Quarters Rickety doors lead into each of these moldy, wooden structures. This room is dirty and jammed full of bunks. A table
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goods. Due to the significant shifter population in Lower Northedge, North Market offers goods and services aimed at shifters (grooming services, claw care, and so forth) as well as those reflecting an
, those who seek to explore and adventure in the wake of the Last War can surely find patrons among these elite. And from our desks, we will be watching to see which families will be next to rise and fall.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
three arrow slits on the west wall. A ladder bolted to the east wall leads to a trapdoor in the ceiling.
This room can make a defensible hideout later in the adventure when the drowned ones return
rowboat in this area for fishing and occasional trips to the mainland. It holds up to eight Medium humanoids and is propelled by oars and a small sail. When the drowned ones arrived, they damaged the






