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                        Returning 35 results for 'should standing adventurers'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor
                                                
                                            
                                                
                                                     collect dragon partsâscales, teeth, skin, flesh, wings, and bonesâthat they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
        Legacy
    
    
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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 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
                                                
                                            
                                        
                                                    Halfling
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
                                                
                                            
                                                
                                                     Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermath â a village called Altand. If Delaanâs belief
                                                
                                            
                                                
                                                    Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermathâa village called Altand. If Delaanâs belief
                                                
                                            
                                                
                                                    Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Adventurers and Organizations At the start of a campaign, backgrounds are a great way to connect adventurers to your world. As the game progresses, though, background ties often become less important
                                                
                                            
                                                
                                                    . Factions and organizations aimed at player characters are a way to keep higher-level adventurers connected to your world, providing ties to key NPCs and a clear agenda beyond individual gain. In the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
                                                
                                            
                                                
                                                     direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     expected to adhere to its codes of conduct. Less reputable characters can find work with the Deathgate Adventurersâ Guild in Middle Tavickâs Landing. Thereâs a long-standing rivalry between the two
                                                
                                            
                                                
                                                     Adventurersâ Guild. This is serves as a social club for adventurers and a one-stop marketplace for anyone seeking to hire a capable and reliable champion. If youâre part of the CAG you have access to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
                                                
                                            
                                                
                                                     direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                     they will not hurt the party and will honor the contract that was agreed upon. Allow the Mutiny Without the charactersâ help, neither captain can defeat the mutineers. If the adventurers do nothing
                                                
                                            
                                                
                                                    , the mutiny succeeds. Talk The adventurers may attempt to speak on behalf of the captain, hoping to talk the mutineers out of their plans. Castisha has already made up her mind, and nothing short of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     banished back into the Abyss. The task of the adventurers is to be close at hand but not get caught up in the battle until one demon lord is left standing, weakened and spent from the conflict. That
                                                
                                            
                                                
                                                    Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
                                                
                                            
                                                
                                                     Level 8 Among the rock formations is a standing gate (see âGatesâ) formed by a pair of 10-foot-tall stalagmites carved to create the image of giant stone snakes wrapped around them. The points of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
                                                
                                            
                                                
                                                     standing stones 19 Ruined or toppled circle of standing stones 20 Totem pole  Ruins Crumbling towers, ancient temples, and razed cities are perfect sites for adventures. Additionally, noting the existence of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     and took several prisoners to their steading, and adventurers must free them. 4 An evil conqueror tries to recruit giants from a steading, which would be disastrous for the peaceful peoples standing
                                                
                                            
                                                
                                                    .  Steadings   d6 Adventure Hook   1 A young giant looks for adventurersâ help turning the rest of the steading, including the young giantâs family, away from the worship of a demon lord. 2 The only possible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     invisible magic circle on the floor around the characters flares to life. A moment later, the adventurers are standing in an abandoned and ruined farmhouse a mile north of Waterdeep. The barely visible outline of a Thayan teleportation circle fades around them and their neatly packed belongings.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     telling them what the future holds. Here are a few examples: An object worn or carried by an enemy has the symbol of a previously unknown organization engraved or written on it. A soothsayer standing
                                                
                                            
                                                
                                                     puppet show in a market square predicts a tragic outcome if two noble houses on the cusp of declaring war on each other refuse to reconcile. NPC adventurers in a city are being murdered in a similar yet unusual manner, hinting at a future threat to the player characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     seconds to activate, so characters standing in the circle wonât be able to move away unless they have the ability to move as a reaction. The cultists select area 10 as the adventurersâ destination
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Radiant Citadel
                                                    
                                                
                                            
                                                    Citadel Defenses The Radiant Citadelâs location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
                                                
                                            
                                                
                                                     properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     seconds to activate, so characters standing in the circle wonât be able to move away unless they have the ability to move as a reaction. The cultists select the shrine level as the adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
                                                
                                            
                                                
                                                     jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
                                                
                                            
                                                
                                                     long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     invisible magic circle on the floor around the characters flares to life. A moment later, the adventurers are standing in an abandoned and ruined farmhouse a mile north of Waterdeep. The barely visible outline of a Thayan teleportation circle fades around them and their neatly packed belongings.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Citadel Defenses The Radiant Citadelâs location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
                                                
                                            
                                                
                                                     properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     clues to help adventurers solve each gate. A legend lore spell or similar magic can also reveal the proper way to open a gate. An open gate acts as a two-way portal and typically remains open for 1
                                                
                                            
                                                
                                                     unless otherwise noted. All the gates leading to and from level 10 are mirror gates. Standing Gate. This gate forms between two standing stones or pillars. Unless otherwise noted, these columns are 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                    Section 1. Call to Action The characters begin the adventure standing about one-hundred feet from a gate to Pandemonium. Theyâre underground, two days travel and far beneath the Shaâsal Khou redoubt
                                                
                                            
                                                
                                                     gave the adventurers a tuning fork, tuned to the plane of Pandemonium to lead them directly to the portal. The Gith Capacitor appears to be a diamond the size of a gith head, with runes engraved into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     lonely wooden signpost, standing where the trail to Nightstone meets the High Road, points the way to the settlement. Nightstoneâs closest neighbors are the elves of the Ardeep Forest. Hunters from
                                                
                                            
                                                
                                                     in the Ardeep Forest. Adventurers can earn good money by offering their services as guards on a hunt. The residents of Nightstone have a longstanding and seemingly irreconcilable conflict with their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    8. Shrine of the Horned King Maku, a minotaur shaman, has been busily collecting the remains of slaughtered drow, fallen troglodytes and quaggoths, and unfortunate adventurers in this area. He plans
                                                
                                            
                                                
                                                     in area 8b.) 8b. Behind the Secret Door Fog. A 2-foot-high blanket of fog covers the floor. Hidden under the fog in the northern alcove is a treasure pile (see âTreasureâ below).
 Standing Stones
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the part of a drunken passerby. If confronted, Otis does his best to maintain the facade. He moves away from the adventurers as quickly as possible, but he circles back to watch them as they interact
                                                
                                            
                                                
                                                     standing guard at the collapsed warehouse make sure no unauthorized people enter the area. At the same time, they ensure that nothing terrible escapes from the fissure into the city. The leader of the trio
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     overrun with orcs in league with half-orc spellcasters. Deep in the forest, atop a cave-riddled hill, is a circle of standing stones where the evil half-orcs perform their dark rites.â Xanth avoids
                                                
                                            
                                                
                                                     tunnels and rooms have walls, floors, and roofs made of packed earth.
 Light. There is no light within the barrow. Adventurers require darkvision or their own light sources to see inside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . You wouldnât be standing around in this cold otherwise.â
 The speaker is Dannika Graysteel (lawful neutral half-elf acolyte), a scholar who thinks that wee elemental spirits known as chwingas might be
                                                
                                            
                                                
                                                     herself, but sheâs nervous about venturing out into the extreme cold and has other research-related chores to attend to. Elusive Elementals There are no chwingas in the adventurersâ starting town, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , once long-standing rivals, have put aside their enmity in hopes that when the missing lovers are found, they will then be willing to come home. Itâs been two years since the coupleâs disappearance
                                                
                                            
                                                
                                                    , but neither family has abandoned hope. The families turn to adventurers to rescue their missing loved ones. âBeyond the Crystal Caveâ is designed for four to six 6th-level characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Jorlanâs Gambit When the initial contact between the adventurers and the other prisoners has been played out, Jorlan Duskryn arranges to bring the prisoners their food during his guard duty. (Shoor
                                                
                                            
                                                
                                                     delights in giving Jorlan such menial work). Standing at the gate to the slave pen and passing in bowls, he mutters to the nearest character: âIf I could give you a means to escape from here, would you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    19. Giant Spider Den Giant spiders make their home here despite countless attempts by adventurers to get rid of them. 19a. Arachnid Down Clutter. Narrow paths wind between scattered piles of broken
                                                
                                            
                                                
                                                    .
 Armoire. Standing against the south wall is a wooden armoire draped in cobwebs.
 Treasure. The armoire contains the skeletal remains of a halfling adventurer who was trapped inside by giant spiders and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     complexity, with the adventurers sometimes making choices that cause short-term harm in the service of long-term good. They might be charged with destroying secret knowledge that could help people
                                                
                                            
                                                
                                                    , revealing a secret that could kill someone but avert a larger conflict, or standing in judgment over whether knowledge is safe or unsafe. At the beginning of the campaign, the characters might be united by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    U6. Standing Stones A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones range in height from 15 to 18 feet. A couple of them lean inward as if to share
                                                
                                            
                                                
                                                    . However, Muriel knows Barovia well enough to point out other nearby locations that might interest the adventurers, including the ruined mansion of Argynvostholt (see chapter 7) and the ancient burial
                                                
                                            
                                        






