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Returning 35 results for 'simple singing adventures'.
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Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Adventures Here are sample adventure hooks to bring characters to the Singing Sands or to give them missions to pursue there. Desert Dreams Goliath giant-kin escort a nervous stone
Encounters tables in chapter 3 manifest from the sand and attack. Lingering Ties A flock of giant vultures follows the Singing Sands through the day, circling over creatures who investigate it. After
Species
Van Richtenâs Guide to Ravenloft
In the Land of the Mists, power and dread lie in the simple question âWhat happened to me?â The following lineages are races that characters might gain through remarkable events. These
unfold during adventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if youâre amenable to such a development and how such stories
Backgrounds
Sword Coast Adventurer's Guide
the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see âPracticing a Professionâ under âDowntime Activitiesâ in
a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to success.
d6
Ideal
1
Greater Good. Our lot is to lay down our lives in
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
to depend on the elves. No telling what an elf will do next; when the hammer meets the orcâs head, theyâre as apt to start singing as to pull out a sword. Theyâre flighty and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
light and heat as their lonely song echoes through the wastes. At night the song goes quiet, and the sands rise into a solid memory of a simple, giant-created fort. The Singing Sands were once a
Singing Sands A patch of glittering, powdered crystal melodically chimes as the desert wind blows it in small, rolling dunes. The Singing Sands shine like diamonds in the harsh desert sun, soaking up
Backgrounds
Guildmastersâ Guide to Ravnica
an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros Guild Spells table are added to the spell list of your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Magic The Singing Sands donât just make music; creatures can use music to shape the sand to their will. As an action, a creature can sing or play music to magically shape the Singing
. Alternatively, the creature can create a permanent crystal version of a simple or martial melee weapon with the light property, or a crystal version of an object worth up to 10 gp from the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Riddles A riddle is a verbal puzzle. Riddles can be simple or complex, brief or protracted, and low stakes or deadly. This section includes basic guidance for DMs who want to design and use riddles in adventures.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
monsters can be a simple matter, though, and enhances the atmosphere of horror adventures. Six simple techniques can transform a stat block straight out of the Monster Manual (or other source) into a
. Monstrous Traits. Simple tweaks to a monsterâs stat block can enhance its horror. Monstrous Minions. Simple traits can reflect a monsterâs relationship to the evil master it serves.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Linking Adventures A campaign in the style of an episodic television show rarely needs story links between its adventures. Each adventure features its own villains, and once the characters complete
experience points, they become more powerful, as do the threats they must overcome. This kind of campaign is easy to run, since it requires little effort beyond finding or creating adventures
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Survivors Terror doesnât come just for the brave and preparedâoften quite the opposite. Some of the most harrowing horror stories involve the least likely heroes, individuals who find their simple
lives transformed into waking nightmares. In most horror adventures, your players will employ familiar, adventure-ready characters. That doesnât need to be the case, though. Instead, for short, low
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: Three or four simple combat encounters, or one or
can be different for each group. For more narrative adventures, try to focus on simple but flexible encounters or events. For instance, an adventure requires the characters to protect a high priest of
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
dispel evil and good. Some haunted traps might also be disarmed in nonmagical ways related to the history of a haunted area. Such methods might be as simple as wearing the clothes of a haunted houseâs
former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
enjoy lengthy periods of quiet time between adventures. If you donât want to track the passage of days, weeks, and months, you might instead track the passage of time using seasons and seasonal
festivals. The answer to the question âWhen does this adventure take place?â can be as simple as âin the winterâ or âduring the fall harvest festival.â Timed Events Extraordinary events coinciding with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forest Crystal Adventures Here are sample adventure hooks to bring characters to the Forest Crystal or to give them missions to pursue there. Lost Legacy A young green dragon who lairs near the
remains of one that is now the Singing Sands (in this chapter). If the cloud giant is successful, the reestablished network of crystals could allow the giant to reshape great portions of the world. To Cure
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge Adventures Here are sample adventure hooks to bring characters to the Star Forge or to give them missions to pursue there. A Star Is Reborn Thieves damaged the Giant runes stabilizing the
giant forge master is close to creating their greatest work, a runic colossus (see chapter 6), but they lack a crucial component. If the characters find the Singing Sands (in this chapter), evade or
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
von Zarovich. When a demiplane is connected to the Material Plane or some other plane, entering the demiplane can be as simple as moving through a portal or passing through a wall of mist. Demiplane
Adventures Demiplanes are limited realities shaped according to the will of whoever created them. Adventures in demiplanes might let characters explore how they would shape reality to suit their desires and ideals, or confront distortions of reality crafted by villains.
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
sidekickâto the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior. A sidekick can be
, and invite the creature to join them on their adventures. You can also use these rules to customize a monster for your own use as DM.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure, virtually anything can happen in or around it. Fortified Outpost Features This outpost, as shown on map 4.5, is a simple building holding barracks, officersâ quarters, and storage areas encased
wait to be transported to dedicated prison camps. Map 4.5: Fortified Outpost View Player Version Fortified Outpost Adventures The Fortified Outpost Adventures table provides some possibilities for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Simple Traps A simple trap activates and is thereafter harmless or easily avoided. A hidden pit dug at the entrance of a goblin lair, a poison needle that pops from a lock, and a crossbow rigged to
fire when an intruder steps on a pressure plate are all simple traps. Elements of a Simple Trap The description of a simple trap begins with a line that gives the trapâs level and the severity of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Using This Book The adventures in an anthology such as Dragon Delves are versatile resources that can fill a variety of needs at your gaming table: as one-shot adventures, as âfiller episodesâ in an
ongoing campaign, or as a series that forms a campaign, bringing characters from level 1 to a climactic conclusion at level 12.
These adventures are designed to require minimal preparation (see
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
of additional domains that make up the Domains of Dread. Detail and explore these domains in your adventures as you please, or use them as examples when creating your own domains using the guidance in
chapter 2. Not all domains need to be elaborately detailed settings. As the domains in this section demonstrate, creating a simple concept for a Darklord and the horrors surrounding them can be a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
altar is a serene priest in sunny robes.
The priest is, in fact, a gray slaad using its Change Shape ability to fool the characters. The slaad was sent here to kill them, plain and simple. It
STEALâs rival, the Golden Vault.) If youâre weaving multiple adventures from this anthology into your campaign, one or more villains from earlier adventures might have secret ties to this evil
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
storyteller and referee. The DM creates adventures for the playersâ characters, who navigate its hazards and decide which paths to explore. The DM also narrates what they experience and plays the friends
Guide and Monster Manual. The first of these books guides the DM through creating and running adventures, and the second holds hundreds of monsters to fill those adventures. Dice. You need a set of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
all the gods are usually honored in these forums with statues or other works of art. Agora Adventures An agora is the perfect location for adventures where roleplaying takes center stage. The
characters could use the crowd as cover for a clandestine meeting or as an audience to rally to action. A simple shopping trip in an agora can turn into an adventure when a thief steals from the characters or
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Lineages In the Land of the Mists, power and dread lie in the simple question âWhat happened to me?â The following lineages are races that characters might gain through remarkable events. These
unfold during adventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if youâre amenable to such a development and how such stories unfold. WHAT
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Commerce Even small villages can provide characters access to the gear they need to pursue their adventures. Provisions, tents, backpacks, and simple weapons are commonly available. Traveling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. A simple outbreak might amount to little more than a small drain on party
resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
definitions, common actions, and other key rules. Some DMs set up a physical DM screen near their computer screen. A virtual tabletop might have reference information like this built in. Adventures and
Sourcebooks Beyond the three core rulebooks, a plethora of additional content is available from Wizards of the Coast and other publishers. Adventures provide hooks, plots, maps, and encounters you can use
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
from an alchemist, herbalist, or spellcaster. Doing so is rarely as simple as walking into a shop and selecting an item from a shelf. The seller might ask for a service, rather than coin. In a large
who can afford such an item usually have more practical things to spend on. See chapter 6, "Between Adventures" for one way to handle selling magic items. In your campaign, magic items might be
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
failing an ability check, not talking to the right person, or not looking in the right place. See also âPerceptionâ in this chapter for more advice on hidden secrets in adventures. Giving Information
just have a simple piece of information to convey, you can whisper to the player, pass a note to them, or send them a text or a direct message. KENT DAVIS A dungeon room offers plenty of details for adventurers to explore
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
campaign isnât driven by material wealth. Even when you go on expeditions, the University will lay claim to most of the treasures you find. Instead, the rewards of Morgrave adventures are measured in
these sorts of side goals can provide concrete benefits. A wizard who has access to the library may be able to swap one of their known spells at start of each session. As a simple reward, a character
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
definitions, common actions, and other key rules. Some DMs set up a physical DM screen near their computer screen. A virtual tabletop might have reference information like this built in. Adventures and
Sourcebooks Beyond the three core rulebooks, a plethora of additional content is available from Wizards of the Coast and other publishers. Adventures provide hooks, plots, maps, and encounters you can use
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
passage to the Underworld.
10 Sail from the edge of the world into Nyx.
Getting Lost Many adventures at sea start with a simple premise: get home. Whether the tale starts with characters getting
, 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->Mythic Odysseys of Theros
. Phenaxâs servants have a tendency to show up at the most inconvenient times and places. The Phenaxâs Quests table suggests a few adventures the godâs champions might involve themselves in. Phenaxâs
simple heist could be the triggering event for a series of major conflicts between two rival temples that ends in a citywide conflagration. Champions of Phenax could also serve as a bulwark against more






