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Returning 35 results for 'slaking strong adventure'.
Other Suggestions:
saving stone adventure
saving strong adventures
slaying song adventure
saving song adventure
saving strong adventure
Monsters
Fizban's Treasury of Dragons
17
control water, control weather,* fog cloud
*This spellâs 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
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single-handedly
Backgrounds
Sword Coast Adventurer's Guide
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you â by force, if need be.
Skill
trouble, Iâm always ready to lend help.
3
When I set my mind to something, I follow through no matter what gets in my way.
4
I have a strong sense of fair play and always try to find
Backgrounds
Baldurâs Gate: Descent into Avernus
be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
BALDURâS GATE FEATURE: RUMOR MONGER
Via your personal rumor mill and articles
involved, have a strong chance of knowing who is.
Suggested Characteristics
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to
Species
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the raceâs description
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird
minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Elves take up adventuring out of wanderlust
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Running the Adventure When you prepare to DM this adventure, several tools are at your disposal for a strong start and smooth play.
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
Why Use Riddles? Riddles are a staple of the fantasy adventure genre. Used judiciously, riddles neatly illustrate the wondrous, whimsical, and often dangerous nature of a fantasy world. A good riddle
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Expedition Options This adventure is designed to provide plenty of options for you as the DM, and to help give the players a strong sense of agency and choice.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Ending The ending encompasses the climax â the scene or encounter in which the tension building throughout the adventure reaches its peak. A strong climax should have the players on edge, with the
in a neat bow. Story threads can be left hanging, waiting to be resolved in a later adventure. A little bit of unfinished business is an easy way to transition from one adventure to the next.
Backgrounds
Sword Coast Adventurer's Guide
strong code of honor or sense of propriety that others donât comprehend.
4
I express affection or contempt in ways that are unfamiliar to others.
5
I begin or end my day with small
along my way. (Good)
2
Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3
Adventure. Iâm far from home, and everything is strange
Species
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
life span of a player character in the D&D multiverse is about a century, assuming the character doesnât meet a violent end on an adventure. Members of some races, such as dwarves and elves
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Goliath Player Characters All the character races presented in the Playerâs Handbook are well suited for this adventure, as are goliathsâtall, strong folk who live in the mountains. Appendix C includes a description of goliaths and their traits, if you want to allow them in your game.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
. If you plan this adventure to be the first in an ongoing horror campaign, recommend characters avoid strong ties to their homes, as they might never see them again. Mysterious Message Once each player
Leaving the Past Behind Before beginning the adventure, ask each player to contemplate where and how their character lives. Their answers donât need to be specific or rooted in the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams. For more information on harengons as player characters, see the introduction of this adventure.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
below. For more on each adventureâs origin and its place in D&D history, see the âAbout the Originalâ sidebar in each adventure. The Lost City The Lost City is an introductory adventure written to
accompany the Dungeons & Dragons Basic Set. Lost in a desert, the characters stumble on the ruins of Cynidicea and its peculiar factions. Released in 1982, the adventure marks the first appearance of Zargon
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Audience with Sir Tristan Start the adventure in Sir Tristanâs throne room. The characters have met Tristan before. He sponsored them on an earlier adventure and proved himself to be a kind ruler to
. They must protect the castle (and they know theyâre not strong enough to beat the monster). He asks the characters to hunt down and kill the thessalhydra, then return with its heads. (Tristan wants
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Features Those familiar with San CitlĂĄn know the following facts: Hallmarks. San CitlĂĄn is known for its magical industry but also its economic disparity. Its people maintain a strong bond with their
language of Tletepec; see the adventure âTrail of Destructionâ) and the language of previous colonizers. Most people also speak Common.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Overview This adventure is designed to unfold in three to four hours of play and is split into the following parts: First Wave. The characters learn of Szass Tamâs threat, take up arms, and contend
with enemies seeking to climb the fortress walls. The characters can use a siege weapon on their section of the wall against the defenders. Second Wave. Realizing the characters are presenting a strong
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
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
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure Salamander raiders ambush Ameyaliâs caravan on the road near Etizalan The adventure begins as the characters approach the town of Etizalan. Before they reach the community
strong wind in 1 round. Flames burn in the forested area on either side of the 15-foot-wide road. Any creature who enters the burning forest must succeed on a DC 14 Constitution saving throw or take 10
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
strong, central narratives that challenged players to take a creative approach to problem solving. They usually included multiple, smaller locations to explore, lending a sense of variety to a single adventure.
, though prime agricultural land, remain untended and rank with weeds. This adventure is designed for four to six 1st-level characters. If the characters complete both portions, âThe Haunted Houseâ and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
crystal as strong as steel) and dwarfed by a nearby monolith believed to serve as a psychic anchor for the city. Outsiders are rarely welcome within the walls of Dar Qat. Stormreach. Once a haven for
giant city, ruins abound around and below the city. Some fear that if the city continues to expand, the growth will trigger an ancient curse. But for now, Stormreach is a prosperous community and a gateway to adventure.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Mysteries A mystery is a form of event-based adventure that usually focuses on the adventurersâ efforts to solve a crime, usually a robbery or murder. Unlike the writer of a mystery novel, a Dungeon
Master canât always predict what the characters will do in a mystery adventure. A villain whose actions are âcrime spree,â âone and done,â or âserial crimesâ might inspire you to craft a mystery
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
defeated, a former captive might join the group. Characters might meet up with new party members in any of the Underdark settlements they visit during the adventure, particularly visitors or locals with a strong reason to leave in a hurry.
Death Allowing the chips to fall where they may in combat emphasizes the challenging nature of this adventure. However, if the characters start falling just as fast, you might want to give the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
the characters with options allows the players to make choices that keep the adventure unpredictable. If drawing maps isnât your strong suit, the Internet is a great place to look for adventure maps
Elements of a Great Adventure The best adventures have several things in common. A Credible Threat An adventure needs a threat worthy of the heroesâ attention. The threat might be a single villain or
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
figuring out what to do with you â but that challenge can be an interesting facet of your characterâs development. An atypical choice can also motivate your character to adventure independently from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
knowledge from the Candlekeep archives. The conclusion of the adventure can serve as a catalyst for the next chapter in the charactersâ journey. The following questions might help you shape future adventures
surviving members of the order who will try to avenge Bak Meiâs death? The last breaths (souls) of three individualsâone of great intellect, one of strong body, and one of a pure heartâare required to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Special NPCs In this chapter, each player runs not only a player character but also an NPC who has ties to the settlement that the characters are defending. Once youâve determined where the adventure
to your character, each of you has received a special nonplayer character with ties to the location where the adventure begins. Take a moment to review your NPCâs personality traits and statistics
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
few rats scurrying around as well as the following noteworthy NPCs, who play no part in the adventure but can be brought into the story as you see fit: Skrawldar Fane (neutral human commoner), a
scribbles his private thoughts and observations in a small book Whaul Nightley (neutral half-orc thug with darkvision out to a range of 60 feet), a jovial, strong-jawed rat-catcher with a bellowing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and suspicion? The Tyrants offer an easy way to provide adventurers with information. The Spider can be a strong ally for adventurers, and you can always arrange for an agent of the Tyrants to step out
Adventure Hooks The Tyrants Adventure Hooks table presents ideas for additional adventures themed around the Tyrants. Tyrants Adventure Hooks d6 Adventure Hook 1 A friendly NPC dies in combat. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Story Overview This adventure touches on a number of classic tropes in its setup and execution. Artifact of incalculable power accidentally stumbled upon? Check. Evil faction with plans to end the
unfortunate NPC whose choices have set the adventure in motion. A year ago, a group of adventurers led by a dwarf named Caerhan Coalsmith found a strange object buried in the remains of a ruined tower. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
franchise soon got to work on restoring the manor, frequently coming to town for supplies. When not slipping off to adventure for a few days here and there, most of their time was spent at the manor
strong-armed into submission, or how many of the politicians could be replaced by a member of your own implausibly large family.
â Rosie Beestinger
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
allies) or fight on opposing sides? Military service can be the basis of a strong connection for two or more characters. Civilian Life. If the character is from one of the Five Nations and didnât
. 5 One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise. 6 The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Buried Ziggurat Regardless of what brings the characters to the desert, the adventure begins when they happen on a dilapidated ziggurat. This impressive monument honors the last and greatest rulers
rises over one hundred feet into the sky.
Three thirty-foot-tall statues stand atop the monument: a strong, bearded man holding a pair of scales in one hand and a lightning bolt in the other; a winged






