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Returning 12 results for 'some shouting adventure'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Beginning the Adventure The characters begin in Respite in the morning, within sight of Morkoth Tavern. Before the adventure begins, ask the players why their characters are here. For instance, the
characters might be locals. Or they might be dragon hunters whoâve heard of a black dragon in the area, a threat theyâre determined to end. To begin the adventure, read or paraphrase the following text
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Murgaxorâs orb (detailed at the beginning of this adventure). These students should be a mix of students the characters know and donât know. If a character goes to the infirmary with the sick students
of Terror effect of Murgaxorâs orb. Theyâre delirious and hallucinating, shouting things like âNo! Stop!â and âKeep away!â Reacting violently to whatever theyâre seeing, they attack anyone near them
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventure There is considerable information contained herein with respect to what the players see as they explore the steading, and what the inhabitants do if they become aware of the
their stronghold. Adventure Start It is assumed that the party has safely arrived at a spot near the giantsâ strongholdâa small cave, well hidden, where they can hide mounts and equipment. They come to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Back in Session Once the characters have chosen their colleges and cemented their other second-year decisions, itâs time to kick off this adventure.
The academic year has barely dawned when
first second-year classes for the day. Nearby you see Bowâs End Tavern, where youâll find friends waiting.
A student runs up to the characters, shouting and waving a flyer. Pausing to catch their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
use them as inspiration for creating your own. Flashback The inn changes to resemble one of the other inns or taverns the characters have been to previously during the adventure (the Stonehill Inn or
. When only one patron remains, it transforms into Propha (the Keymaster) and the stage ends. Food Fight The characters appear behind the bar, with every patron in the inn shouting furiously at them
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
impression of a dream belonging to someone from Atagua. Egg Sucker. A moment after the characters arrive, a whistler (detailed at the end of this adventure) enters the chamber from area D2, moves to
blends in well amid the floating meat and has advantage on its Dexterity (Stealth) checks. If Ozk notices any non-Aberration, it stops meditating on its own decay and attacks, shouting in Deep Speech that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor â creaking ropes, slapping waves, heavy barrels rolling across cobblestones â mingle with voices shouting and cursing in an unfamiliar language filled with clicks
heads to the villa of the merchant prince Wakanga Oâtamu. There she intends to stay for the remainder of the adventure. If the characters express interest in accompanying her, sheâs more than happy to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
louder than a typical conversationâsuch as shouting or playing an instrumentâreverberate painfully. If this occurs, each creature in the chamber must succeed on a DC 15 Constitution saving throw or
radiates an aura of conjuration magic if observed with a Detect Magic spell, and any creature that moves into it vanishes, transported to area G1 of the Eternal Garden (detailed later in this adventure).
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, with shouting and cheering patrons clustered around it. Numbered rats scurry along their respective lanes. As the rats cross the finish line, cries of victory and groans of defeat erupt from the
gold rings (100 gp each) on his fingers and keeps an employee pass card in his waistcoat pocket (see âEmployee Pass Cardsâ earlier in the adventure). A15: Clerkâs Office Employee-Only Area This office
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
corners and by shouting summaries of top stories at passersby. From the slums of the Outer City to the finest manor house sitting rooms, the Mouth is where Baldurians go to be informed, incited, and
present adventure opportunities via advertisements recruiting mercenaries, half-substantiated reports of monster attacks ignored by the Flaming Fist, and more. And of course, should adventurers succeed or
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
corners and by shouting summaries of top stories at passersby. From the slums of the Outer City to the finest manor house sitting rooms, the Mouth is where Baldurians go to be informed, incited, and
present adventure opportunities via advertisements recruiting mercenaries, half-substantiated reports of monster attacks ignored by the Flaming Fist, and more. And of course, should adventurers succeed or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
wall, showing a large cavern beyond. Two lab tables stand before the rift.
A tall goblin stands in the middle of this room, shouting in Goblin at three shorter companions.
A goblin psi commander
, the maps might contain hints to further quests or treasure hunts for the characters to pursue after this adventure. Oshundo the Alhoon Medium Undead (Mind Flayer, Wizard), Neutral Evil
Armor Class






