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Returning 35 results for 'singing sites adventurers'.
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Monsters
Forgotten Realms: Adventures in Faerûn
uses its magic to walk disguised among people. A dragon might hire adventurers to undertake quests into the ruins of its lost homeland.
Spirit Dragons
Spirit dragons, sometimes called song dragons
Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
Harpy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a
successfully saves is immune to this harpy's song for the next 24 hours.A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy
Types
d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Bard Performance Types"}
Performance Type
1
Poetry
2
Singing
3
Bagpipe
4
Flute
5
Dancing
Monsters
Mythic Odysseys of Theros
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
so blessed is that oreads go out of their way to leave such sites alone.
Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these
Monsters
Fizban's Treasury of Dragons
lairs, temples to Tiamat, or other sites associated with the dragons they love.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying
dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that
Monsters
Fizban's Treasury of Dragons
adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals
. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that
Monsters
Fizban's Treasury of Dragons
great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are
":"Adventure Hook"}
Adventure Hook
1
A wealthy and well-known artist’s muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to
classes
Xanathar's Guide to Everything
. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of
these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
Monsters
Fizban's Treasury of Dragons
artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule
to hire adventurers to find the dragon.
2
A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the
classes
Xanathar's Guide to Everything
. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of
these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
Monsters
Fizban's Treasury of Dragons
experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
Monsters
Fizban's Treasury of Dragons
adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
Monsters
Fizban's Treasury of Dragons
volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
"}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon they serve.
2
Svirfneblin hire the
copper dragon’s inheritance in trust.
6
A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate.
7
Two
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
":"Adventure Hook"}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon they serve.
2
holding the copper dragon’s inheritance in trust.
6
A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Quest Goals To complete the Death Knight-Dreadnaught Quest (see “The Quest Board”), the adventurers must rescue Tarbin Tul from the dreadnaught’s hold or otherwise stop him from singing to the vessel. Doing so causes the dreadnaught to cast off from the rocks and return to sea.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dwarven kingdom, frequent bands of brigands, and much more. Adventurers exploring the Sumber Hills and vicinity might visit many sites of interest as they trek across the valley. Map 2.2: The Dessarin ValleyView Player Version
Valley Sites The Dessarin Valley has been a well-used highway into the heart of the Sword Coast North for an age upon an age, and it has seen the ravages of many orc hordes, the rise and fall of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
encounters in the vicinity. Citizens or rumors in town direct characters to these sites. The adventurers can also discover the following points of interest by exploring.
. Miles of hills, woods, and grassland stretch on as far as the eye can see, filled with plentiful wildlife.
The “Red Larch Surroundings” map shows the locations of several interesting sites and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Trouble in Red Larch Red Larch is an excellent place for novice adventurers to begin their careers. Scenarios in this section provide 1st- through 3rd-level characters with the opportunity to learn
about Red Larch while dealing with local troubles. To unearth interesting rumors and find directions to potential adventure sites, the characters must explore Red Larch and interact with the citizens. Red Larch is described in chapter 2. See the “Trouble in Red Larch” entries for what the locals know.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Players Players who aren’t the Dungeon Master take on the roles of the heroes, also known as the characters or the adventurers. D&D plays best with four to six players in addition to the DM, but it’s
possible to run a game with fewer or more adventurers. Finding Players Where do you find players? Here are a handful of suggestions: Game or hobby stores (the Store Locator on the Wizards of the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Harpy The cruel harpy uses its sweet song to lure adventurers and sailors to their deaths. A harpy has the body, legs, and wings of a vulture but the torso, arms, and head of a human. Harpy
Medium
ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Dangerous Destinations From million-year-old shrines in the Demon Wastes to the wreckage of Cyre in what is now the Mournland, Eberron is strewn with the ruins of former civilizations. At these sites
, explorer-adventurers can delve into the mysteries of the past. The adventure locations you choose can affect the tone and flavor of your campaign (see “Flavors of Fantasy” in the Dungeon Master’s Guide), as well as determine the kinds of ancient relics characters might unearth in their expeditions.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Players Players who aren’t the Dungeon Master take on the roles of the heroes, also known as the characters or the adventurers. D&D plays best with four to six players in addition to the DM, but it’s
possible to run a game with fewer or more adventurers. See the “Group Size” section in chapter 2 for advice on doing so. Finding Players Where do you find players? Here are a handful of suggestions
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Overview A D&D adventure is a collection of locations, quests, and challenges that inspire you to tell a story. The outcome of that story is determined by the actions and decisions of the adventurers
in this role. Adventure Sites. The four chapters of the adventure describe locations on Stormwreck Isle where characters can explore, interact with various creatures, and pursue their goals. The first
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Harpy A harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. Harpy
Medium monstrosity
take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
greed as they undertake expeditions and explorations in competition with rival adventurers. Emerald Claw. Adventures can bring characters into conflict with sinister forces such as the Order of the
Emerald Claw, which seeks to use ancient magic to advance its evil purposes. Lords of Dust. The adventurers might—through accident or deception—release ancient evils into the world. You can replace or
classes
Player’s Handbook
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of fungal die-off in areas of the creature’s domain, potentially uncovering lost ruins or other hidden sites. In addition to possible victory over one or two demon lords, the adventurers receive one
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed
saves is immune to this harpy’s song for the next 24 hours.
Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Haunted Keeps In the southwestern Sumber Hills stand four ruined keeps built centuries ago by a band of adventurers, the Knights of the Silver Horn. According to most locals, these crumbling stone
outside their walls — or to make sure visitors who learn the truth either join the cult or never return from their visit. Reason to Visit. These four sites are central to the adventure (see chapter 3
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Tayyib Empire spans a region called Suristhanam. Its geography includes a great central flood plain, fertile hills, and tropical swamps. Qaragarh A metropolis filled with
breathtaking plazas and public reflecting pools, the empire’s new capital teems with people who see the city as the promise of the empress made manifest. Adventurers come to Qaragarh seeking employment from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Chapter 2: The Land of Chult When the adventurers mount their expedition into the heart of Chult, they have the option of striking out from any of several locations. Port Nyanzaru is the most
ropes of this unforgiving land. Characters can also strike out from Fort Beluarian or travel by ship to coastal landing sites such as Jahaka Bay, Kitcher’s Inlet, Refuge Bay, Shilku Bay, and Snapping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Atmosphere What do the adventurers first notice as they approach or enter a settlement? The towering wall bristling with soldiers? The beggars with hands outstretched, pleading for aid outside the
suggests a wealth of sensory details: the sight of colorful boats floating on muddy waters, the sound of lapping waves and perhaps singing gondoliers, the smells of fish and waste polluting the water, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Fiery Fangs The fire cult is less concerned with maintaining appearances than the other elemental cults. When Vanifer or her lieutenants receive word that a band of adventurers is trying to ferret
the characters are at the time, whether traveling between sites or ostensibly safe at an inn. If the characters encounter the hell hounds in the wilderness, the hounds appear a short distance behind
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory. Druids are often found guarding sacred sites or watching over
regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.