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Returning 35 results for 'some split adventure'.
Other Suggestions:
some spirit adventurers
some spirit adventure
some spirit adventurer
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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
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
Species
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
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 raceâs description
Species
Van Richtenâs Guide to Ravenloft
enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hagâs influence: ears that split in forked points, skin in lurid
before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them
Species
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
character in the D&D multiverse is about a century, assuming the character doesnât meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for
Species
Spelljammer: Adventures in Space
or the Astral Sea.
Giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often
about a century, assuming the character doesnât meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuriesâa fact noted in the description
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Adventure Summary This adventure is split into two halves: A Lost Mine. Chapters 1â4 reimagine the beloved adventure Lost Mine of Phandelver, originally published in 2014 with the D&D Starter Set
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Overview This adventure is designed to unfold in three to four hours of play and is split into the following parts: Rise of Elemental Evil. Queen Yolande sends the characters to the Temple of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Adventure Summary The adventure is split into three narrative components: Discovering Vecnaâs Activity. In chapter 1, the characters stumble upon a cult of Vecna performing a ritual to extract
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Overview The adventure is designed to unfold in two to three hours of play and is split into the following parts: Uni in Danger. The characters must free Uni from Kelekâs minions. They soon learn
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Overview This adventure takes approximately two hours to play and is split into three parts: Part 1: Welcome to Wildspace! The recruits undertake a quick combat trial on the Simulations Deck, so that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Adventure Structure The characters are drawn into the adventure by one of two adventure hooks. You choose which hook to use. Both hooks are described in âBeginning the Adventure,â later in this
shadar-kai owners, Mister Witch and Mister Light. Chapters 2, 3, and 4 describe the carved-up domain of Prismeer, which the hags of the Hourglass Coven have usurped and split into thirds. The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Curious Tale of Wisteria Vale The Curious Tale of Wisteria Vale An Adventure for 11thâlevel Characters
Written by Kienna Shaw
Developed & Edited by Christopher Perkins & Hannah Rose The
Curious Tale of Wisteria Vale is the script of a play written in Common. It is split up into three acts, telling the story of a heroic bard before he becomes corrupted by evil. A wizard named Ryllia Liadon
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Overview This adventure takes approximately two hours to play and is split into three parts: Part 1: Tyrant Trap! The recruits are taken to a tyrant ship that has been divested of its original
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Overview This adventure is designed to unfold in three to four hours of play and is split into the following parts: First Wave. The characters learn of Szass Tamâs threat, take up arms, and contend
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
explosion occurs a split second before creatures trapped inside the stone are released, sparing them from the effect. If the characters placed the uncracked stone in the extradimensional space of a magic
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
: slip past the planetâs defenses, find the meteorite, and bring it back to Spelljammer Academy. This adventure is split into three parts: Part 1: The Spindle. While exploring the Spindle (a mountain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 13: The Cult Strikes Back During the course of this adventure, the heroes undertake various activities to thwart the plots of the Cult of the Dragon. The cultâs awareness of the characters
safe anywhere. If the characters ever split up to pursue separate missions in what seem like safe environments, the cult is almost certain to strike. CHARACTER DEATH
Character death should always be
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hagâs influence: ears that split in forked points, skin in lurid shades, long
birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them. A Hexblood Created by a Night Hag
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Chapter 13: The Cult Strikes Back During the course of this adventure, the heroes undertake various activities to thwart the plots of the Cult of the Dragon. The cultâs awareness of the characters
safe anywhere. If the characters ever split up to pursue separate missions in what seem like safe environments, the cult is almost certain to strike. CHARACTER DEATH
Character death should always be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
settlement. Four-fifths of the districtâs residents are human, with the remainder split between gnomes, dwarves, halflings, half-orcs, half-elves, and a smattering of other humanoids. The Styes is ruled by a
Thornwell as a hook, the only councillor who takes an active role in this adventure is Mr. Dory. Anyone who talks of Dory describes him as a longtime resident of the Styes and a wealthy warehouse owner
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventure, the characters are guiding Kalamanâs troops toward battle with the Dragon Army. The characters should frequently split from the troops, then meet back up with them, serving as scouts and handling
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Horror Pacing Pacing is the speed and energy with which your story unfolds. This relates to the amount of action in your game and, in a horror adventure, the tension or frequency of suspenseful
bursts. Focus less on senses and more on descriptions of impactâa splash of crimson, who knows where it came from? Split the charactersâ attention. Roleplay other creatures begging, panicking, and trying
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lurking Danger A nest of meenlocks lives in the mine outside the village. Though most of the creatures returned to the Feywild once the village was empty, six meenlocks (see the end of the adventure
prefer to stay in their nest until nightfall, though they sometimes hunt on overcast days.
The meenlocks avoid combat with a well-armed group of foes. If the characters donât split up on their own, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
complete, but Nineâs name tag reads _ _ N _. If you are running this adventure for players who donât have a good grasp of English proverbs, use different pairs of words that the players will have an
they can be shared without a prompt if the character doesnât know what to ask. Lost Things Secrets. If you used the âLost Thingsâ adventure hook, a unicorn shares the following information with its
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
you lurch to a stop. Everything is silent for a moment, then with the sound of a distant crack, the ground begins to shudder. A split runs through the floor and up a nearby wall. The citadel is
into darkness. He doesnât appear again in this adventure, and it will take exceptional coercion for Soth to ally with the Dragon Armies in the future. Escape Routes Allow the characters to decide how
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
split into five search parties of three giants each, and are searching the jungle for Artus Cimber and the Ring of Winter. One of the frost giant hunters is the Hvalspydâs captain, Drufi (NE female
frost giant). At the behest of her lord, Jarl Storvald, Drufi led this expedition to retrieve the ring. Storvald wants it for reasons explained in the adventure Storm Kingâs Thunder. He believes that
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
adventure.) Questioning the Plasmoids The plasmoids are mercenaries and have no insight into the astral elvesâ motives or plans. Even so, they can provide the characters with the following pieces of
and plasmoid crew members are split between the two ships. The astral elves then start heading for the edge of the Wildspace system to rendezvous with the rest of Vaelâs fleet. En route, the two
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
believes Orencio or the cult he served is responsible for Serapioâs curse. She can share any of the details from the âFamily Mattersâ section earlier in the adventure. A Motherâs Request. Doña Rosa asks
confessed to being inadvertently responsible. Bedroom. The bedroom is split by a wooden screen with bedrolls on each side. The walls on Serapioâs side are lined with drawings. The other half of his
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inscribed on it. Each time a creature other than a Fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed
other than a raklupis spyder-fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save or half
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sites Bedlam is split into three layers. The noisy Gatemouth district rests at the basinâs lowest point, while the Bleakheights loom over the basinâs lip and cling to its steep edge. They are
gate-town. Bedlam Adventures d4 Adventure Hook 1 The winds puppeteer the contents of an armory in the Bleakheights. A goblin shopkeep pays the characters to defend their shopâs wind chimes from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
features a number of less populous associations, such as those described below. Adventurerâs Guilds Sharn is a magnet for those who seek adventure and opportunity. Forgotten treasures are hidden in
and investigations. If you and your friends are searching for adventure, youâve come to the right place, and you donât have to do it alone. Sharn is home to two organizations that provide adventurers
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Character Advancement In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the
Trail
4 Bandit Ambush
Random Tables. You can use tables like this one to randomly determine parts of the adventure. In this case, roll 1d4 to randomly determine what the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fall 10 feet through the floor, landing in area 6. Ned, Bound and Gagged. The man on the floor is Ned Shakeshaft (spy) (see âA Man on the Insideâ in the Adventure Summary and the âSnake in the Grass
stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.
The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
possessions. He is very grateful to the characters if they rescue him and eager to accompany them for the rest of the adventure (after which he returns to his tribe). He and his giant eel were captured by
suitable opponent can be found for him to fight in the arena. He has been stripped of his possessions. He is more than willing to go along with the characters on their adventure, then returns to his own






