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Returning 35 results for 'song starting adventurers'.
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Monsters
Fizban's Treasury of Dragons
, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule
, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value canât be easily quantifiedâa song sung
Monsters
Curse of Strahd
as he can, starting with evil Vistani.
Man with a Plan. Van Richten doesnât know that his former protĂ©gĂ©, a good-aligned Vistana named Ezmerelda dâAvenir, has come to Barovia
Richten becomes aware of Ezmereldaâs presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her
Monsters
Fizban's Treasury of Dragons
into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds
. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are not particularly interested in gold or copper
Monsters
Fizban's Treasury of Dragons
great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are
not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value canât be easily quantifiedâa song sung from the heart, a
Monsters
Fizban's Treasury of Dragons
artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule
, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value canât be easily quantifiedâa song
Harpy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
successfully saves is immune to this harpy's song for the next 24 hours.A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.
damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the
monsters
uses its magic to walk disguised among people. A dragon might hire adventurers to undertake quests into the ruins of its lost homeland.
Spirit Dragons
Spirit dragons, sometimes called song dragons
appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
overwhelming attack.
Outcast Adventurers
As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been
something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure The adventure begins when the characters arrive in the town of Promise or, if they are already there, as they explore the Awakening Festival. Read or paraphrase the following
to set the scene: In the town of Promise, the annual Awakening Festival is underway, and the streets are alive with vibrant music. As the history of the land is recounted through song, musicians play
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Harpy The cruel harpy uses its sweet song to lure adventurers and sailors to their deaths. A harpy has the body, legs, and wings of a vulture but the torso, arms, and head of a human. Harpy
Medium
.
Luring Song. The harpy sings a magical melody. Every Humanoid and Giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Defining Work Every successful bard is renowned for at least one piece of performance art, typically a song or a poem that is popular with everyone who hears it. These performances are spoken about
for years by those who view them, and some spectators have had their lives forever changed because of the experience. If your character is just starting out, your ultimate defining work is likely in
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Harpy A harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. Harpy
Medium monstrosity
Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
saves is immune to this harpyâs song for the next 24 hours.
Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to
) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Mad Mageâs dungeon, but the adventure hooks described in this section can be used as further motivation. These hooks are divided into two categories: starting quests and future quests. Adventurers are
Adventure Hooks Adventurers who hang around the Yawning Portal often find work delving into Undermountain on the errands of others. The characters might have their own reasons for venturing into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Starting Location Begin your campaign in a location you can detail, such as a village, a neighborhood in a larger city, an outpost, or a roadside tavern. Be prepared to give players enough
Free City of Greyhawk, described later in this chapter, is an ideal starting location and illustrates the kinds of things to consider as you detail a starting location. If youâre building your own
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ten-Towns Quests This chapter presents two starting quests (âCold-Hearted Killerâ and âNature Spiritsâ) that the characters can get at the start of the adventure, regardless of which town serves as
their starting point. Every town has its own quest as well, as noted in the Starting Town table. Once you choose a starting quest, the other starting quests go unused. âCold-Hearted Killerâ has the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to the adventureâs story: Deciphering Clues. The adventurers undertake a quest to find the lost verses of a magical song that can rejuvenate the soil
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
services are in demand. Morgrave University is in Upper Menthis Plateau. This is a college for adventurers, and an opportunity to add a little levity to your story. Choosing and developing a starting point
Starting Points Sharn holds the potential for endless adventures. The City of Towers can serve as the foundation of a single adventure or an entire campaign. Defining a starting point is a way to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Starting Town Choose one of the ten towns as the starting point for the adventure. It doesnât matter which one, so pick your favorite or roll randomly using the Starting Town table. If you canât
decide and donât want to leave it to chance, choose Bryn Shander; itâs the most cosmopolitan settlement in Icewind Dale, and it has all the amenities a fledgling party of adventurers could hope for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. Spells. A number of spells allow
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Training in War and Song When you adopt
skill if you donât already have it. Bladesong Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you arenât wearing medium or heavy armor or using a shield. It
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Between Adventures Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
retired fisherman and noncombatant. As she performs her daily chores, Marta sings the following song to herself: Ahead of winterâs wind she cameâ
The lovely woman with no name;
Draped in a fur-lined
cloak of red,
To the icy lake she fled;
The wind pursued her all the sameâ
As sure as night sheâs dead.
Ring of Warmth If asked about the song, Marta recounts the following tale. Fifty years
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. Spells. A number of spells allow
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Performing a psychic song or âsmell poem.â 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foeâs hidden lair. 6 Sharing excessive encouragement and praise.
often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Between Adventures Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Starting Point: Clifftop Sharn is a city with an appetite for adventure. Itâs the gateway to Xenâdrik, a land filled with mystery and danger. Eccentric nobles and dragonmarked barons alike need
capable agents for their many intrigues. So Sharn has a steady demand for adventurers, and Clifftop is where you go to find them. A Clifftop campaign focuses on heroic fantasy. Youâre a professional
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Proficiencies Choose any 3 skills (see chapter 1) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see chapter 6) Armor Training Light armor Starting Equipment
plane of existence. Bardic magic attempts to harness those words, which transcend any language. Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
roses mixed with sulfur. Characters who try to track the breeze to its source are led toward Fazrian in area 23b. Warm blood oozes from the walls and drips from the ceiling, starting and stopping for
no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.) The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
examples, all of which are used for either gender. Because each name has meaning beyond its use as an identifier, you can use an individualâs name as a starting point for its description. (Each nameâs
Litrix (armor) 13 Mirik (song) 14 Throden (many) 15 Thurkear (night) 16 Usk (iron) 17 Valignat (burn) 18 Vargach (battle) 19 Vutha (black) 20 Vyth (steel)
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
â) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see âEquipmentâ) Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Musical
harness those words, which transcend any language. Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Outcast Adventurers As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might
their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Adventure Hook 1 A House Cannith artificer hires adventurers to steal secrets from a forge associated with a rival branch of the house. 2 House Deneith is recruiting adventurers to oppose a sudden rise
local Jorasco enclave suddenly manifest strange abilities they never could before â and soon thereafter, a strange curse as well. 5 The Kundarak Bank needs brave adventurers to test their new wards by






