Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'some draw adventure'.
Other Suggestions:
some dark adventure
some dread adventure
Monsters
Fizban's Treasury of Dragons
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
Adventures
The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.
Topaz Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.
Topaz Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook
Monsters
Spelljammer: Adventures in Space
priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships, not only as emissaries
.
ASTRAL ELVES OF XARYXIS
The adventure, Light of Xaryxis features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by
Monsters
Fizban's Treasury of Dragons
information I glean, I don’t care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving
emerald dragons.
Emerald Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
An emerald dragon is the only witness to
Monsters
Fizban's Treasury of Dragons
come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and
Dragon Adventures
The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.
Topaz Dragon Adventure Hooks
d8;{"diceNotation":"1d8
Monsters
Fizban's Treasury of Dragons
.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw
. (Lawful)
Topaz Dragon Adventures
The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.
Topaz Dragon Adventure Hooks
d8
Magic Items
Lost Laboratory of Kwalish
adventure.
The Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card
adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again
Magic Items
Lost Laboratory of Kwalish
advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell
. It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
races
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
violent end on an 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 race
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the card’s magic as soon as you draw the card or at any other point during the adventure. Flames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your
treasure has already been claimed, you gain an equivalent hoard. Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the card’s magic as soon as you draw the card or at any other point during the adventure. Flames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your
treasure has already been claimed, you gain an equivalent hoard. Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
together) can use those cards as brainstorming material, setting the scene at the start of the session or describing an event that occurred during a period of downtime between adventures. Alternatively, you can draw cards during the session to help you generate story beats during an ongoing adventure.
Filler Scenes Use cards to fill in the narrative of your game. For example, you might ask each player to draw a card at the beginning of the session; then, you or the player (or both of you working
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Adventure Maps The maps in this adventure are for the DM’s eyes only. These maps show secret doors and other elements the players aren’t meant to see. Map 1: Stormwreck Isle View Player Version When
the characters arrive at a location marked on a map, describe it to give them a clear mental picture of the location. You can also draw what they see on paper, copying what’s on your map while
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
together) can use those cards as brainstorming material, setting the scene at the start of the session or describing an event that occurred during a period of downtime between adventures. Alternatively, you can draw cards during the session to help you generate story beats during an ongoing adventure.
Filler Scenes Use cards to fill in the narrative of your game. For example, you might ask each player to draw a card at the beginning of the session; then, you or the player (or both of you working
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Adventure Maps The maps in this adventure are for the DM’s eyes only. These maps show secret doors and other elements the players aren’t meant to see. Map 1: Stormwreck Isle View Player Version When
the characters arrive at a location marked on a map, describe it to give them a clear mental picture of the location. You can also draw what they see on paper, copying what’s on your map while
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
city gates. Adventure hooks such as these can instantly draw players into your story. The beginning of a good adventure should be exciting and focused. You want the players to go home looking forward
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Premise” earlier in this chapter. Hook. Each adventure offers one way to draw characters in to the adventure. See “Draw In the Players” earlier in this chapter. Encounters. The rest of each
Adventure Examples This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for you to run a one-session adventure
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, spurring an adventure that draws the characters’ attention. While the decks aren’t sapient and have no thoughts or goals of their own, many people report feeling a compulsion to draw from decks whenever they are near.
Handling the Cards The Deck of Many Things has the power to transform anyone who draws from it, but to trigger its effects, the individual handling the cards must state their desire to draw from it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
city gates. Adventure hooks such as these can instantly draw players into your story. The beginning of a good adventure should be exciting and focused. You want the players to go home looking forward
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Premise” earlier in this chapter. Hook. Each adventure offers one way to draw characters in to the adventure. See “Draw In the Players” earlier in this chapter. Encounters. The rest of each
Adventure Examples This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for you to run a one-session adventure
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, spurring an adventure that draws the characters’ attention. While the decks aren’t sapient and have no thoughts or goals of their own, many people report feeling a compulsion to draw from decks whenever they are near.
Handling the Cards The Deck of Many Things has the power to transform anyone who draws from it, but to trigger its effects, the individual handling the cards must state their desire to draw from it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventure hooks that might attract characters to the enclave or give them a reason to draw on its magic. The adventure hooks also suggest specific creatures or encounter tables appearing in the “Encounters
” section in chapter 3. And several of these hooks point to other enclaves, creating paths to string locations together into larger adventures. When developing these enclaves into adventure sites, let
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventure hooks that might attract characters to the enclave or give them a reason to draw on its magic. The adventure hooks also suggest specific creatures or encounter tables appearing in the “Encounters
” section in chapter 3. And several of these hooks point to other enclaves, creating paths to string locations together into larger adventures. When developing these enclaves into adventure sites, let
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
The Adventure Begins The adventure begins as the characters, a stalwart band of locathah, seek answers to the disturbance of wind and wave so close to their homes. What they discover is a new risen
normally quiet fish-folk to seal a rift Gar opened to draw power directly from the Elemental Plane of Water and put an end to his machinations.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
The Adventure Begins The adventure begins as the characters, a stalwart band of locathah, seek answers to the disturbance of wind and wave so close to their homes. What they discover is a new risen
normally quiet fish-folk to seal a rift Gar opened to draw power directly from the Elemental Plane of Water and put an end to his machinations.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
egg will lead the characters toward suitable hoards. In fact, any character who sleeps within 15 feet of the egg has vivid dreams leading them toward the start of the next adventure. To draw power from
chamber (area H16 in chapter 10), it reaches its full potential and begins to crack open, as described in that adventure.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
egg will lead the characters toward suitable hoards. In fact, any character who sleeps within 15 feet of the egg has vivid dreams leading them toward the start of the next adventure. To draw power from
chamber (area H16 in chapter 10), it reaches its full potential and begins to crack open, as described in that adventure.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the tarokka card reading that helps set the stage for the adventure’s action, and the chapter closes with adventure hooks that you can use to draw the characters into the horror of Barovia.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the tarokka card reading that helps set the stage for the adventure’s action, and the chapter closes with adventure hooks that you can use to draw the characters into the horror of Barovia.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Draw In the Players If an adventure situation directly affects the characters or the people and places they care about, that is often enough motivation for the characters to get involved. (However
, see “Respect for the Players” in chapter 1 for advice about harming the people and places characters love.) If the adventure situation doesn’t have an obvious impact on the characters or the people or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
setting and what is unique and fun about it. Step 2: Draw In the Players. Think about how the characters will get drawn into the situation you’ve established. Consider how the adventure might tie in
Step-by-Step Adventures Follow these steps to create an adventure: Step 1: Lay Out the Premise. Determine the situation or conflict that underscores the adventure. Also think about the adventure’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
cards before the deck was fully assembled. But there was also a random factor inspired by the use of tarokka cards in the classic adventure Ravenloft. The DM could draw cards from the deck to determine
year later in the boxed adventure Madness at Gardmore Abbey (2011) and was aimed at levels 1–10. But in the fourth edition of D&D, artifacts were more than just magic items that couldn’t be duplicated
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Gatekeeper Adventure Hooks Gatekeepers can be at the center of any number of potential stories. The Gatekeeper Adventure Hooks table offers some options. Gatekeeper Adventure Hooks d8 Adventure
it. 6 Pilgrims traveling through a forest draw the attention of Gatekeepers, who think they are spies sent to sabotage the nearby seal. 7 One of the kidnapped victims who was rescued from a marauding