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                        Returning 35 results for 'some spot adventure'.
                    
                
                        
                            
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                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     demands that I strike out on my own while my comrades-in-arms waste time deliberating.”
Combat Notes
Molliver likes to get up close and personal in fights. If they’re caught in a tight spot
                                                
                                            
                                                
                                                     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-aligned characters are allowed to join Valor’s Call.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu 
                                                    
                                                
                                            
                                                    The Adventure Begins Supply shipments from Holrow Homestead usually come on a barge down the Delimbiyr River and take about half a day to arrive. Kaga doesn’t know the exact location of the homestead
                                                
                                            
                                                
                                                    , but he knows it stands atop a hill visible from the water. If the characters follow the river east, they should be able to spot it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     occupants of the lair. They are designed to help you with adventure preparation and to enable you to create distinctive lizardfolk NPCs on the spot.
                                                
                                            
                                                
                                                    Roleplaying Lizardfolk This adventure provides the characters with opportunities for extensive interaction with a variety of lizardfolk. The lizardfolk are generally wary of strangers, but are of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Uni in Danger The adventure begins on a woodland trail on a bright, sunny day. Read or paraphrase the following to begin the adventure: A cacophony of shouts breaks the woods’ serenity. Through the
                                                
                                            
                                                
                                                     trees, you spot puffs of colorful smoke.
 Moments later, a tiny figure emerges from the bushes, sporting an acorn hat and flitting through the air on iridescent wings.
 “Quickly!” she squeaks. “Uni
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Behir A behir has made its nest in the keep’s watchtower (area 2), but the monster hunts throughout the keep. Characters might spot it at any time, and it might test their strength in a brief
                                                
                                            
                                                
                                                     encounter before retreating to attack again later. If the characters take their time and the adventure needs more excitement, the behir could attack and fight to the death. The behir knows the corridors of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Developments This battle will likely be a challenge to run. It is designed to create an emotional low spot in the adventure, during which overall defeat for the forces of good looks like a real
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Developments This battle will likely be a challenge to run. It is designed to create an emotional low spot in the adventure, during which overall defeat for the forces of good looks like a real
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Planting Adventure Seeds You can make a campaign feel like one story with many chapters by planting the seeds of the next adventure before the current one is finished. This technique can naturally
                                                
                                            
                                                
                                                     moves the characters along to their next goal. If you’ve planted a seed well, the characters have something else to do when they finish an adventure. Perhaps a character drinks from a magic fountain in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                    Adventure Hooks If the prospect of doing a good deed isn’t enough to entice the characters, you can further motivate the party with either of the following hooks: Acidic Lake. Water from the nearby
                                                
                                            
                                                
                                                     spot where a star fell to the earth. A talented enough smith could use the Star Forge to craft a legendary weapon or suit of armor. Word has it that one such smith has recently been seen at the forge.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Approaching the Spaceship It’s a two-day trek from the base of the mountains to the crash site. The adventure begins when the characters discover the entrance to the spaceship. When the characters
                                                
                                            
                                                
                                                     arrive, read or paraphrase the following text: For the past two days, you have been ascending the steep crags of the Barrier Peaks. Finally, through a dense stand of trees in a hidden dell, you spot a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     their stronghold. Adventure Start It is assumed that the party has safely arrived at a spot near the giants’ stronghold—a small cave, well hidden, where they can hide mounts and equipment. They come to
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     transitioning from another published adventure to this one. Nightstone is a fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford. A
                                                
                                            
                                                
                                                     Nightstone have incurred the elves’ wrath on multiple occasions. However, elves are the least of the settlement’s problems, as fledgling heroes who come to Nightstone in search of adventure quickly discover
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the elemental weapons, beginning the work of establishing their cults. The Haunted Keeps described in chapter 3 of this adventure are old castles or strongholds that lie nearby. They were raised by the
                                                
                                            
                                                
                                                     adventurers of an earlier century who dealt with one of the previous manifestations of Elemental Evil in this spot, but fell into ruin over time. They guard hidden accesses to the dungeons beneath the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Frody Dartwild Read or paraphrase the following boxed text to begin the adventure: Froderic Dartwild, a famous bard born and raised in Toadhop, is all anyone in the hamlet can talk about. You’ve
                                                
                                            
                                                
                                                     out. Four unkempt youths led by a rabblerouser named Ebbin Fulchre spot the characters as they make their way to the Dartwild cabin and follow them, curious to see what happens next.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Adventure Setting Many D&D adventures revolve around dungeons—interior spaces such as great halls and tombs, subterranean monster lairs, mazes riddled with traps, natural caverns extending for miles
                                                
                                            
                                                
                                                     beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment for an adventure. Of course, not every adventure takes place in a dungeon. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     sphere’s location but can try again the next day, reducing the DC of the check by 1 for each consecutive attempt. Other methods of finding the sphere are detailed in the “Adventure Hooks” section below. Once
                                                
                                            
                                                
                                                     the sphere is located in the Astral Sea, the characters must reach it, probably using teleportation magic or a spelljamming vessel. Adventure Hooks Certain powerful organizations know the Donjon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Any exceptions are noted in areas to which they apply. Haze. The influence of elemental fire creates a smoky haze that renders the area lightly obscured. A bright spot in the haze indicates where the
                                                
                                            
                                                
                                                     modify the damage based on the size of the fire. See the “Damage Severity by Level” table in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide. Slope. Within the keep walls, within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Setup This adventure is best used late in the campaign for two reasons. First, the characters know more about the elemental cults and have a better perspective to understand the Dark Lady’s
                                                
                                            
                                                
                                                     the Dessarin Valley.
 “A powerful shadow dragon called the Dark Lady lairs underneath Rundreth Manor, right here.” She points to a spot on the map. “One of our agents saw robed cultists leaving the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     reward the player for thinking creatively. Also, the guild can become a great source for adventure hooks. Another option is to say no, but a solitary mage in town might possess the desired information
                                                
                                            
                                                
                                                    . This approach rewards the creative player while demanding less work from you. Aids to Improvisation When you need to make up something on the spot—say, a mages’ guild in a town where you hadn’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     comrade and work out the details with the player on the spot. The Personal Impact table provides ideas for plot hooks that could directly involve a player character in a scenario.  Personal Impact   d6
                                                
                                            
                                                
                                                    . 5 One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise. 6 The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged.
                                                
                                            
                                        
                                                     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->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    Running the Adventure As with the first part of the adventure, you should feel free to make substitutions as you see fit. Note that if the giants here have learned of the fate that befell the hill
                                                
                                            
                                                
                                                     captives; those who survive might play roles later in the adventure. Start It is assumed that the party has either followed the map obtained at the steading or used the magical chain found there to arrive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     them. Helpful Ten-Towners If a character ends up in a tight spot, you can have a friendly NPC act immediately before the character in the initiative order. This NPC can help the imperiled character in
                                                
                                            
                                                
                                                     contains all the information she knows, or have one of her kobold minions communicate the information necessary to keep the adventure on track.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    24. Children’s Bedroom The room smells fresh, as if it’s been recently cleaned and aired. Not a spot of dust sullies the pair of child-sized beds and other furnishings. A skeleton wearing a lady’s
                                                
                                            
                                                
                                                     apparitions in the house, causing the house to awaken. See “Waking the House” earlier in the adventure for details.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     wizard. “Finally caught up with us, eh? Your adventure ends here, I’m afraid.”
 Drannin left these forces here knowing that they were unlikely to defeat the characters, but he wanted to play up the
                                                
                                            
                                                
                                                     idea that someone is trying to stop Gargosh from completing his quest. Cavil chose this spot because it’s where Torhild Flametongue, the dwarf king of Besilmer, reportedly fell to his death long ago
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     homes and businesses. Where do you want to go?” When the players pick a spot, refer to the description in the following section, introduce the NPCs there, and let the interaction begin. The Stonehill
                                                
                                            
                                                
                                                     Inn. If the players aren’t sure what their characters should do, encourage them to begin at the Stonehill Inn. The NPCs there are “pointers” who can direct the characters toward the various adventure
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     makes off with the item undetected. You can make the search for the item a loose thread for the conclusion of the adventure. Alternatively, have the quasit killed during the battle, with the stolen item
                                                
                                            
                                                
                                                     biding their time and dealing with the fallout of the titanic battle between the demon lords, you can shift focus for this part of the adventure. Consider having the players take control of the various
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
                                                    
                                                
                                            
                                                     the spot at the back of the second room. Whenever a creature is pushed into the forge or starts its turn there, it takes 2d6 Fire damage. The goblins and centipedes do not use this tactic. Treasure
                                                
                                            
                                                
                                                    . Sprika’s “magic stick” glows with sickly green Continual Flame. Sprika’s topaz jewelry can be sold for 50 GP. Adjusting Encounter Difficulty
 This adventure should accommodate four to six players, each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     otherwise impede the characters. Characters in the medium and high zones are subject to extreme heat, as described in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide. In the high
                                                
                                            
                                                
                                                     Sulfur cloud 10–20 None  Crust Break. A random character steps on a particularly thin spot on the floor. The character must succeed at a DC 10 Dexterity saving throw or fall into a hole (seventy-five
                                                
                                            
                                        





