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                        Returning 35 results for 'some suffer adventurers'.
                    
                
                        
                            
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                                        some summer adventurers
                                    
                                
                                    
                                        some suffer adventure
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , he can choose to succeed instead.
Magic Resistance. Nafas has advantage on saving throws against spells and other magical effects.
Noble Genie. Nafas doesnât suffer any of the penalties that
                                                
                                            
                                                
                                                     circumstance, Nafas relies on adventurersâwhom he considers the living manifestations of a wish grantedâto respond to these calls.
To friendly adventurers and weary travelers along the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation
                                                
                                            
                                                
                                                     refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the oceanâs steward, tending reefs and waters to ensure that they remain unspoiled
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
                                                
                                            
                                                
                                                     the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the oceanâs steward
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
                                                
                                            
                                                
                                                     suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the oceanâs steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)
6
Eradication. The peoples of
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     Treasure Hunter
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister
                                                
                                            
                                                
                                                     city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
                                                
                                            
                                        
                                                    Halfling
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
                                                
                                            
                                                
                                                     style of clothing.
Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
Blend into the Crowd
Halflings
                                                
                                            
                                        
                                                    Goliath
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
Fair Play
For goliaths, competition exists only
                                                
                                            
                                                
                                                     give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders. They hope for innate
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so
                                                
                                            
                                                
                                                     UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They arenât officially part of the Dungeons & Dragons game and arenât permitted in D&D Adventurers League events unless otherwise stated.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so
                                                
                                            
                                                
                                                     UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They arenât officially part of the Dungeons & Dragons game and arenât permitted in D&D Adventurers League events unless otherwise stated.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so
                                                
                                            
                                                
                                                     UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They arenât officially part of the Dungeons & Dragons game and arenât permitted in D&D Adventurers League events unless otherwise stated.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so
                                                
                                            
                                                
                                                     UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They arenât officially part of the Dungeons & Dragons game and arenât permitted in D&D Adventurers League events unless otherwise stated.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so
                                                
                                            
                                                
                                                     UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They arenât officially part of the Dungeons & Dragons game and arenât permitted in D&D Adventurers League events unless otherwise stated.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly
                                                
                                            
                                                
                                                     Dungeons & Dragons game and arenât permitted in D&D Adventurers League events unless otherwise stated.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an
                                                
                                            
                                                
                                                     unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Fourth Session The fourth council is the final meeting between the faction leaders and the adventurers. Hundreds of chromatic dragons have been sighted near the Well of Dragons, and the time has come
                                                
                                            
                                                
                                                     to strike. At the end of this council, the delegates make their final decisions of support for the adventurers and their cause, if they havenât done so already. Follow-Up: Xonthalâs Tower At an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                    Far Realm Confusion Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the
                                                
                                            
                                                
                                                     beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Playerâs Handbook to more accurately reflect the effects of the Far Realm. Please use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Fourth Session The fourth council is the final meeting between the faction leaders and the adventurers. Hundreds of chromatic dragons have been sighted near the Well of Dragons, and the time has come
                                                
                                            
                                                
                                                     to strike. At the end of this council, the delegates make their final decisions of support for the adventurers and their cause, if they havenât done so already. Follow-Up: Xonthalâs Tower At an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Dread in Darkon While the Shroud poses a domain-spanning threat, other dooms threaten adventurers in Darkon. Consider the grim omens and lurking terrors on the Dread in Darkon table as recurring
                                                
                                            
                                                
                                                    . 
   6  The characters suffer desperate, fractured dreams sent from mysterious allies or their future selves, warning them of calamity.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     alphabetical order.  Acererak Acererak (ah-SAIR-er-rack) is a powerful lich who travels between worlds and takes pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons to
                                                
                                            
                                                
                                                     suffer horrible deaths. The most famous of such dungeons is the Tomb of Horrors, hidden in the Vast Swamp in the Greyhawk setting (see âGreyhawk Gazetteerâ in chapter 5); another lies under the lost city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    The Oozing Temple A tremor causes a cave-in and traps the adventurers in a maze of tunnels with no obvious way out. With a dwindling air supply and water rising in the tunnels, the characters are
                                                
                                            
                                                
                                                     thin. The temple contains enough air for the oozes, plus 160 hours of breathable air for one creature, divided by the number of creatures present. For example, a party of four adventurers has 40
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     excellent source for exotic goods⊠legal or otherwise. Clifftop caters to adventurers and has a reasonable selection of magical goods. A Little Crime. Looking for a fence? Need to find a smuggler or an
                                                
                                            
                                                
                                                     assassin? Do you want to set up a meeting with a Boromar lieutenant? Lower Dura is the nexus for criminal activities in Sharn. Suffer A Terrible Accident. The Sharn Watch ignores Lower Dura, and even in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     source for exotic goods, legal or otherwise. Clifftop, in Upper Dura, caters to adventurers and has a reasonable selection of magical goods. Bend the law. Looking for a fence or need to hire an assassin
                                                
                                            
                                                
                                                    ? Lower Dura is the nexus for criminal activities in Sharn. Talk about the race. The inhabitants of Dura are devoted to the Race of Eight Winds and are always willing to discuss the latest news. Suffer a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     chapter 7. Jarlaxle delights in thwarting his enemies, enjoys the complications that arise when adventurers try to meddle in his affairs, and loves to see the looks on their faces when he finally
                                                
                                            
                                                
                                                     gets the better of them. He doesnât suffer fools who threaten him, however. If forced into a violent confrontation, he swiftly and brutally kills someone to make an example of them and then walks off. If you choose Jarlaxle as the villain, the adventure takes place in the autumn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Voice in the Dark After dealing with or avoiding the troglodytes, the adventurers can continue on toward the purple worm nursery. However, within six miles of the nursery they come across an
                                                
                                            
                                                
                                                     dark. Suddenly, a loud voice booms out all around you in Undercommon: âTurn back or suffer a death so horrible you cannot imagine! You have been warned!â
 The voice is actually a minor illusion cantrip
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     party chooses to attack the Uthgardt before they arrive at the ranch, the adventurers must also battle the revenant. At the ranch, Javor focuses on finding and killing Wiggan and Bertram, giving the
                                                
                                            
                                                
                                                     characters a better chance against the raiders. For their part, the Uthgardt, despite portentous visions, are unwilling to perish to serve Javor. If they suffer significant losses, including either
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                    Adventure Hooks Adventurers can find the Sunless Citadel within a remote and lonely ravine. The characters can be drawn to the dungeon for any of the following reasons. Relate the information below
                                                
                                            
                                                
                                                    , and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure! Rescue Mission. Another party of adventurers, locally based, delved into the Sunless Citadel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Roleplaying Strahd Strahd believes his soul is lost to evil. He feels neither pity nor remorse, neither love nor hate. He doesnât suffer anguish or wallow in indignation. He believes, and has always
                                                
                                            
                                                
                                                     adventurers, he preys on that weakness and tries to drive a wedge between the characters by promising to help one at the expense of another. If Strahd senses evil in a person, he cultivates that tendency by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Adventure Summary The adventure is likely to play out as follows. The adventurers are teleported to Port Nyanzaru, the only major settlement in Chult. After exploring the city (chapter 1), they
                                                
                                            
                                                
                                                     survivors of the Star Goddess shipwreck, and Red Wizards under Valindra Shadowmantleâs command. As the adventurers explore Omu, they are either captured by yuan-ti or forced to confront them in their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     assassins, when the adventurers start fiddling with the door, they quickly find hiding places in the shadows and attempt to ambush the interlopers. What do they know? These creatures were commanded by a
                                                
                                            
                                                
                                                     advantage of their shadowy surroundings to get the drop on the adventurers and continue to hide in the shadows throughout combat.
 EXPLORATION
 The water is not drinkable and attempting to do so
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or
                                                
                                            
                                                
                                                     deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     course of combat. Brian Valeza  Kobolds build a barricade to keep adventurers at bay Initial Attitudes A published adventure typically notes or implies whether a creatureâs initial attitude toward the
                                                
                                            
                                                
                                                     adventurers is Friendly, Indifferent, or Hostile. In an encounter youâve created, you can decide that starting attitude, or you can randomly determine it using the Initial Attitude table.  Initial
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     of arrow range, so they know I am watching. 
   8  I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land
                                                
                                            
                                                
                                                     my rule over these waters suffer my displeasure. (Lawful or Evil) 
   5  Preservation. I am the oceanâs steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful) 
   6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     acquire the needed item. Alternatively, a dragon might seek adventurers to recover items stolen from the dragonâs hoardâwith a threat that local folk will suffer if the characters fail. Sometimes the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     brought back to life by any means. If the adventurers fail to convince Thunderwing to give up her life, she turns invisible and leaves the cave complex, taking refuge in the surrounding forest. Xanthoria re
                                                
                                            
                                                
                                                     the final rest that she deserves. The destruction of Xanthoria and her phylactery halts the spread of the saprophytic plague. Creatures infected by the plague continue to suffer its effects but no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
                                                
                                            
                                                
                                                     the vessel (see chapter 5, âEquipmentâ), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to
                                                
                                            
                                        






