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                        Returning 35 results for 'some slow adventure'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)
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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
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Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Young Dragon Turtle;Young
13
fog cloud
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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    )
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers
                                                
                                            
                                                
                                                     suggestions for stories and adventures involving amethyst dragons.
Amethyst Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     Dragonbait, whom he met in Port Nyanzaru. The two are always on the move. Consequently, their location in the adventure is randomly determined.
Using Artus. Artus has never been to Omu, and he has no
                                                
                                            
                                                
                                                     reunited with my wife, Alisanda.”
Flaw. “I am slow to trust strangers — adventurers in particular.”
Cold
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Adventure Hooks table offers suggestions for stories and adventures involving amethyst dragons.
Amethyst Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure
                                                
                                            
                                                
                                                     Hook"}
Adventure Hook
1
An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
17
control water, control weather,* fog cloud
*This spell’s 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
                                                
                                            
                                        
                                                    Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Adult Deep Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.
Deep Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook
                                                
                                            
                                                
                                                    "}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon they serve.
2
Svirfneblin hire the
                                                
                                            
                                        
                                                    Ancient Deep Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.
Deep Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction
                                                
                                            
                                                
                                                    ":"Adventure Hook"}
Adventure Hook
1
Unfamiliar drow adventurers have been prowling a city’s streets at night and have been overheard talking about the dragon they serve.
2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     can challenge all manner of adventurers—novice or veteran, weak or strong—and can make the reward at the end of the adventure feel well earned. Riddles can be used to do any of the following: Provide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     foraging Normal 6 — Slow 4 Improved foraging, or able to use Stealth  A fast pace makes it harder to spot ambushes or items of interest and prevents the characters from foraging, while a slow pace allows
                                                
                                            
                                                
                                                     shows the time to travel between the locations in chapters 1 through 6 of the adventure. These times assume that the party moves at a normal pace without stopping (other than for time spent resting or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
                                                
                                            
                                                
                                                     example, or arrange miniatures to show it.
 Travel Pace While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
                                                
                                            
                                                
                                                     example, or arrange miniatures to show it.
 Travel Pace While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    A Deep and Creeping Darkness  A Deep and Creeping Darkness An Adventure for 4th—level Characters 
Written by Sarah Madsen 
Developed & Edited by Michele Carter A Deep and Creeping Darkness came to
                                                
                                            
                                                
                                                     death of a mountain village called Vermeillon by slow, unknown means. Following a terrible accident in the platinum mine, survivors and other villagers began disappearing. Eventually Vermeillon’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Character Advancement You can track experience points or simply allow characters to level up when they reach certain points in the adventure. Ideally, the characters should fall within the desired
                                                
                                            
                                                
                                                     experience points, you can slow the rate of advancement by banking XP until you’re ready for the party to level up. Conversely, you can hasten level advancement by awarding ad hoc XP for completing goals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    The Expedition Begins The sections that follow contain information that will help you run this part of the adventure smoothly. For each day that the party travels through the wilderness, follow these
                                                
                                            
                                                
                                                     slow pace (see “Travel Distances” below). Let the players choose a navigator, then make a Wisdom (Survival) check on the navigator’s behalf to determine if the party becomes lost (see “Navigation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
                                                
                                            
                                                
                                                     take one now.” You can slow the frequency of Bastion turns to better serve the needs of your players and your campaign. For example, if the characters have months between adventures, you can call for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Exploration and Adventure Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society
                                                
                                            
                                                
                                                     what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    , and occasionally Aquan. Janya’s People. Janyans are an amphibious people of Djaynaian descent called Nightsea chil-liren (see the “Nightsea Chil-liren” section earlier in this adventure). They typically
                                                
                                            
                                                
                                                     archaic form of Djaynaian that allows easy if slow communication with people who speak the modern tongue, as well as Common and Aquan.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Exploration and Adventure Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society
                                                
                                            
                                                
                                                     what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Travel It can take a full tenday for a slow-moving group — say, a merchant caravan — to trudge from Red Larch to Triboar. The Dessarin River is an obstacle to any group without a boat, since no
                                                
                                            
                                                
                                                     in Beliard. Characters from the area or drawn here by a particular hook might know these locations. All other sites are unknown, so the characters need to find such locations. For more on wilderness travel, see chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     its way toward Araumycos. The demon lord wants to slow Zuggtmoy’s progress toward her goal. More importantly, though, Juiblex seeks the opportunity to appear at the ceremony, either to thwart its
                                                
                                            
                                                
                                                     soft enough that characters can sink into it with no warning. Use the quicksand rules in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for such areas. Creatures that fail to escape become food for Araumycos.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     in nearby chambers. Stalagmites. These upthrust spires of rock can provide cover (see “Cover” in the Basic Rules). Stream. The stream that flows through the complex is only 2 feet deep, cold, and slow
                                                
                                            
                                                
                                                     moving, allowing creatures to easily wade through it.  Cragmaw Hideout View Player Version ADVENTURE MAPS
 Maps that appear in this adventure are for the DM’s eyes only. A map not only shows an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     players choose their group’s travel pace for the stage: Slow, Normal, or Fast (see “Travel Pace”). Based on the length of the stage (in miles) and the group’s pace, determine how long this stage
                                                
                                            
                                                
                                                     Planner. Depending on how you planned the stages, the end of a stage might mean the characters arrive at a landmark, a waystation, or an adventure location, whether or not it’s their final destination
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     adventure to begin: The fishing village of Vogler clings to a spit of land reaching into the Vingaard River. Wooded cliffs overlook the community, and the only path from the north descends past the ivy
                                                
                                            
                                                
                                                     than half the river’s width before giving way to a series of ropes and tethered rafts serving as ferries.
 On the river itself, dozens of small boats drift along the slow, murky waters as the fishers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Character Advancement Characters begin the adventure at 1st level and gain XP by defeating monsters. After each game session, add up all the XP earned and distribute it evenly among the party members
                                                
                                            
                                                
                                                     for each chapter of the adventure, as shown in the Suggested Character Levels table.  Suggested Character Levels   Chapter Suggested Level   1. Port Nyanzaru 1st and higher 2. Land of Chult 1st–6th 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , making them more likely to miss clues and walk into ambushes. If characters set a slow pace, roll a d4. On a roll of 1 or 2, they advance 1 fewer hex that day (in other words, 1 hex by canoe or none
                                                
                                            
                                                
                                                     by foot). On any other result, their caution is rewarded, and they travel the same distance as a group moving at a normal pace. Characters moving at a slow pace can move stealthily. As long as they’re
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Adventure Summary The adventure is divided into two parts, “The Haunted House” and “The Sea Ghost.” “The Haunted House” likely plays out in the following sequence. The characters arrive in the town
                                                
                                            
                                                
                                                     of a large ship, though such a vessel is not to be found. The first part of the adventure concludes when the characters return to Saltmarsh with the truth and are rewarded for their work. The town
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Monsters as NPCs  Named monsters that play a significant role in an adventure deserve the same attention you would give to a humanoid NPC, with mannerisms as well as ideals, bonds, flaws, and secrets
                                                
                                            
                                                
                                                     have magic rings on them. The Xanathar’s speech is slow and deliberate, and it prefers to turn its central eye away from creatures it speaks to. Like all beholders, it sees other creatures as inferiors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
                                                
                                            
                                                
                                                     opportunity to make the characters’ situation more complex and urgent, with more significant consequences. Successive encounters raise the tension in an adventure naturally, as characters spend their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
                                                
                                            
                                                
                                                     to fight the zombies, they easily escape from the slow, shambling monsters. The zombies don’t follow them up the path toward Dragon’s Rest. The characters will have another opportunity to deal with the zombies later (see “Cloister Quests” later in this chapter).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Intro to Stormwreck Isle
                                                    
                                                
                                            
                                                     continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
                                                
                                            
                                                
                                                     dragging the characters into the sea. Avoiding the Zombies. If the characters are faring poorly against the zombies or decide not to fight them, the characters can easily escape from the slow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Rumors of War  Takhisis the Dragon Queen turns her attention from eastern Ansalon toward the city of Kalaman Factual reports of war in eastern Ansalon and the Dragon Queen’s return are slow to spread
                                                
                                            
                                                
                                                     in eastern Ansalon. Each rumor notes how truthful it is, but even inaccurate rumors hold a grain of truth. At the start of the adventure, characters have each heard one of these rumors.  Wartime
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     table, which might slow the pace of the game.
 A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
                                                
                                            
                                                
                                                     everyone can see it. Overly Cautious Players Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     table, which might slow the pace of the game.
 A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
                                                
                                            
                                                
                                                     everyone can see it. Overly Cautious Players Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes this
                                                
                                            
                                        





