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Returning 20 results for 'some darts adventure'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Traps If you need a trap quickly or want to drop random traps into a dungeon, use the sample traps presented in chapter 5, "Adventure Environments." or the tables below. If you use the tables
water or acid 53–56 Darts shoot out of an opened chest 57–59 A weapon, suit of armor, or rug animates and attacks when touched (see “Animated Objects” in the Monster Manual) 60–62 Pendulum, either
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
character. 3 Bar Games. The student asks the character to play a friendly bar game, such as darts or cards. This is more an opportunity to chat than about winning. 4 Eating Everything. The student wants
later in this adventure. Third-Year Rumor Mill d6 Rumor Accuracy 1 Some professors seek to change Mage Tower for the sake of student safety. Many students oppose this. False 2 There’s a ailment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Traps If you need a trap quickly or want to drop random traps into a dungeon, use the sample traps presented in chapter 5, "Adventure Environments." or the tables below. If you use the tables
water or acid 53–56 Darts shoot out of an opened chest 57–59 A weapon, suit of armor, or rug animates and attacks when touched (see “Animated Objects” in the Monster Manual) 60–62 Pendulum, either
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
character. 3 Bar Games. The student asks the character to play a friendly bar game, such as darts or cards. This is more an opportunity to chat than about winning. 4 Eating Everything. The student wants
later in this adventure. Third-Year Rumor Mill d6 Rumor Accuracy 1 Some professors seek to change Mage Tower for the sake of student safety. Many students oppose this. False 2 There’s a ailment
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
provided to create a foundation for further development. Abbey Isle This island south of Saltmarsh is the featured location in the adventure Isle of the Abbey. The island is the site of a small abbey that
of darts has become an obsession among the bored miners and soldiers, and anyone with real skill at the game has a chance of talking their way past the guard at the door to engage in a match. Haunted
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
provided to create a foundation for further development. Abbey Isle This island south of Saltmarsh is the featured location in the adventure Isle of the Abbey. The island is the site of a small abbey that
of darts has become an obsession among the bored miners and soldiers, and anyone with real skill at the game has a chance of talking their way past the guard at the door to engage in a match. Haunted
Compendium
- Sources->Dungeons & Dragons->Divine Contention
superiors with inflated accounts of his own prowess. A portrait of Dagult Neverember, Lord Protector of Neverwinter, hangs on the wall, pockmarked with darts. Sergeant Yurrum flips the portrait to
where it died. Each use of the artifact has a terrible side effect: one random person known to the user is also erased from reality. The villains in this adventure both want to acquire the ruinstone
Compendium
- Sources->Dungeons & Dragons->Divine Contention
superiors with inflated accounts of his own prowess. A portrait of Dagult Neverember, Lord Protector of Neverwinter, hangs on the wall, pockmarked with darts. Sergeant Yurrum flips the portrait to
where it died. Each use of the artifact has a terrible side effect: one random person known to the user is also erased from reality. The villains in this adventure both want to acquire the ruinstone
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mundane but finely made. There are four daggers, four quarterstaffs, and twenty darts in a bandolier hanging from one of the pegs. One wall holds diagrams of attack and parry positions for wielders of
master dies. This fact suggests that Fistandia and Freyot are still alive. Characters might encounter one or both mages in a future adventure.
M8. Dining Room Large windows form the entirety of one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mundane but finely made. There are four daggers, four quarterstaffs, and twenty darts in a bandolier hanging from one of the pegs. One wall holds diagrams of attack and parry positions for wielders of
master dies. This fact suggests that Fistandia and Freyot are still alive. Characters might encounter one or both mages in a future adventure.
M8. Dining Room Large windows form the entirety of one
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the treasure automatically. Crypt 6 Saint Markovia: Dead for all time The 10-foot-square section of floor in front of this crypt is a pressure plate that releases four poison darts hidden in tiny holes
in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the treasure automatically. Crypt 6 Saint Markovia: Dead for all time The 10-foot-square section of floor in front of this crypt is a pressure plate that releases four poison darts hidden in tiny holes
in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped
.
Actions
Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. Spellbook. Avarice’s
Dexterity saving throw or take 7 (2d6) acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped
.
Actions
Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. Spellbook. Avarice’s
Dexterity saving throw or take 7 (2d6) acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(detailed later in this adventure) Some may think our maze is a pest,
But it shelters a haven of rest.
And ere anyone leaves,
They must leave more than leaves,
And then honor our master’s request
.
Hedge Maze (area G21) and Palace of Spires (detailed later in this adventure) There are leaves in the garden to trace,
And a maze with a clear central space.
With a leaf in your hand,
You
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(detailed later in this adventure) Some may think our maze is a pest,
But it shelters a haven of rest.
And ere anyone leaves,
They must leave more than leaves,
And then honor our master’s request
.
Hedge Maze (area G21) and Palace of Spires (detailed later in this adventure) There are leaves in the garden to trace,
And a maze with a clear central space.
With a leaf in your hand,
You
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Jot is alerted by any light source the characters have, so it can prepare for them. (If the characters have no light source and are stealthy, Jot might not become aware of them.) The quasit darts out of
Underdark. The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have designed. Creatures. If they have not come forth as reinforcements, three kobolds camp here, serving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Jot is alerted by any light source the characters have, so it can prepare for them. (If the characters have no light source and are stealthy, Jot might not become aware of them.) The quasit darts out of
Underdark. The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have designed. Creatures. If they have not come forth as reinforcements, three kobolds camp here, serving