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Returning 35 results for 'some second adventure'.
Monsters
Mythic Odysseys of Theros
the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4
effectively another sapient being’s face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The
Monsters
Mythic Odysseys of Theros
second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Monsters
Mythic Odysseys of Theros
Returned, called kakomanteis, use their magical prowess to control the energy that suffuses the Underworld.
Returned have escaped the Underworld and dwell among the living once more, but their second
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Monsters
The Wild Beyond the Witchlight
. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good
","rollType":"roll","rollAction":"Feint"} damage of the weapon’s type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
Monsters
Mythic Odysseys of Theros
, where they serve the vicious will of Tymaret the Murder King (see chapter 3).
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they
a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water and air but not food or sleep
Monsters
Fizban's Treasury of Dragons
Dragon 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","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a
Monsters
Fizban's Treasury of Dragons
. (Lawful)
Topaz Dragon 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","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path.
Two other circumstances might call an aarakocra to adventure. First, aarakocra
elemental evil.
Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely
races
of information and advice for nearby communities. Adventure tales abound in which a protagonist receives counsel from an ogresh before setting off on their quest, even as others describe royal
, a local population of sentient creatures, and a lack of other ogresh nearby. Once they decide upon an area, an ogresh enters the second stage of their life, which is marked by a drastically increased
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of
Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background. The Rogue Table
Magic Items
Lost Laboratory of Kwalish
heavily muscled warrior, and its great helm is unusual in that it has no openings — only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large
. 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
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to
highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
warlocks toward adventure. Creating a Warlock As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. The
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Character Advancement This adventure assumes the characters are 4th level when it begins. The Second-Year Level Advancement table summarizes when the characters gain levels during the adventure
. Second-Year Level Advancement Level Reached When Characters… 5th Complete the first Scrivening and Symbology Exam 6th Finish the adventure
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Character Advancement This adventure assumes the characters are 4th level when it begins. The Second-Year Level Advancement table summarizes when the characters gain levels during the adventure
. Second-Year Level Advancement Level Reached When Characters… 5th Complete the first Scrivening and Symbology Exam 6th Finish the adventure
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
happen “off screen” or as part of the preparation for this adventure. See chapter 1 for more information about joining a Strixhaven college and the academic counselors assigned to students in their second year.
Choosing a College Before this adventure begins, the characters must choose one of Strixhaven’s five colleges to join: Silverquill, Prismari, Witherbloom, Lorehold, or Quandrix. This choice can
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
happen “off screen” or as part of the preparation for this adventure. See chapter 1 for more information about joining a Strixhaven college and the academic counselors assigned to students in their second year.
Choosing a College Before this adventure begins, the characters must choose one of Strixhaven’s five colleges to join: Silverquill, Prismari, Witherbloom, Lorehold, or Quandrix. This choice can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Further Adventures The end of this chapter of Out of the Abyss forms a break between the first half of the adventure and the second half, which begins when the characters are summoned to an audience
with King Bruenor Battlehammer of Gauntlgrym (see chapter 8). You can use the break between the two halves of the adventure to deal with any or all of the following.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
adventure or as the concluding part in a trilogy called Beyond the Dragon of Icespire Peak (of which Storm Lord’s Wrath is the first adventure and Sleeping Dragon’s Wake is the second). This adventure
Introduction Ebondeath’s Lair Divine Contention is a Dungeons & Dragons adventure designed for characters of 11th through 12th level set in the Sword Coast region of the Forgotten Realms campaign
Compendium
- Sources->Dungeons & Dragons->Divine Contention
adventure or as the concluding part in a trilogy called Beyond the Dragon of Icespire Peak (of which Storm Lord’s Wrath is the first adventure and Sleeping Dragon’s Wake is the second). This adventure
Introduction Ebondeath’s Lair Divine Contention is a Dungeons & Dragons adventure designed for characters of 11th through 12th level set in the Sword Coast region of the Forgotten Realms campaign
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Kerfuffle,” the adventure in this chapter, takes place during the characters’ first year at the university. “Hunt for Mage Tower,” in chapter 4, takes place during the characters’ second year at the
School Is in Session The following four chapters present a series of Dungeons & Dragons adventures optimized for four to six characters. Each adventure takes place on and around the Strixhaven campus
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Random Encounters Use the Second-Year Encounters table for random encounters on campus during this adventure. Second-Year Encounters d10 Encounter 1–4 2 awakened trees, pretending to be Feywild
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before the adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses or by rolling on the Second-Year
Courses table. Inform them that the characters are also enrolled in a required course, Scrivening and Symbology. Second-Year Courses d10 Course Offered By 1 Applied Computational Magic Quandrix 2
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Further Adventures The end of this chapter of Out of the Abyss forms a break between the first half of the adventure and the second half, which begins when the characters are summoned to an audience
with King Bruenor Battlehammer of Gauntlgrym (see chapter 8). You can use the break between the two halves of the adventure to deal with any or all of the following.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Random Encounters Use the Second-Year Encounters table for random encounters on campus during this adventure. Second-Year Encounters d10 Encounter 1–4 2 awakened trees, pretending to be Feywild
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before the adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses or by rolling on the Second-Year
Courses table. Inform them that the characters are also enrolled in a required course, Scrivening and Symbology. Second-Year Courses d10 Course Offered By 1 Applied Computational Magic Quandrix 2
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Kerfuffle,” the adventure in this chapter, takes place during the characters’ first year at the university. “Hunt for Mage Tower,” in chapter 4, takes place during the characters’ second year at the
School Is in Session The following four chapters present a series of Dungeons & Dragons adventures optimized for four to six characters. Each adventure takes place on and around the Strixhaven campus
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
before they depart town, they are invited to a meeting with the town council. This meeting begins the second part of the adventure.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
A Doorway to Space When the characters are ready to continue their adventure, they can step through the portal in the Sigil sanctum and emerge on the Astral Plane in the Astral Sea. Like with the
first rod piece, the portal opens near where the second piece is located, but it’s up to the characters to find exactly where the piece is ensconced.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
before they depart town, they are invited to a meeting with the town council. This meeting begins the second part of the adventure.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 2nd-level characters, is the second in a series of four adventures. It is set in Spelljammer Academy on the island of Nimbral, many miles off the southwest coast of the Chultan peninsula in the Forgotten Realms setting.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 2nd-level characters, is the second in a series of four adventures. It is set in Spelljammer Academy on the island of Nimbral, many miles off the southwest coast of the Chultan peninsula in the Forgotten Realms setting.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
A Doorway to Space When the characters are ready to continue their adventure, they can step through the portal in the Sigil sanctum and emerge on the Astral Plane in the Astral Sea. Like with the
first rod piece, the portal opens near where the second piece is located, but it’s up to the characters to find exactly where the piece is ensconced.