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Returning 35 results for 'songs setting adventurers'.
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song seeking adventurers
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Species
Playerâs Handbook
childâhelps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
).
Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, thereâs a crime syndicate like the Boromar Clan in the Eberron setting or a
Magic Items
Dungeon Masterâs Guide
to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
Monsters
Fizban's Treasury of Dragons
insignificant they are.
5
I attack anyone I notice taking from the seaâs bounty without offering something in return.
6
I think of sailorsâ songs as their âwater speech&rdquo
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
Monsters
Fizban's Treasury of Dragons
of sailorsâ songs as their âwater speechâ and try to converse with them by humming snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just
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
Monsters
Fizban's Treasury of Dragons
notice taking from the seaâs bounty without offering something in return.
6
I think of sailorsâ songs as their âwater speechâ and try to converse with them by humming
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
Harpy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct
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.
Monsters
Mordenkainen's Fiendish Folio Volume 1
that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire
, making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Masterâs Guide (2014)
great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.
Armed with the artifact, the prince returned to the
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The manâs walk was
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
Tortle
Legacy
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Species
The Tortle Package
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart
Tortles have a saying: âWe wear
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
evolution. The lich Acererak â a powerful wizard and demonologist and the infamous master of the Tomb of Horrors â anticipated his own transformation, preparing for it by setting enchanted
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
Backgrounds
Baldurâs Gate: Descent into Avernus
faiths, are relegated to the Outer Cityâs Twin Songs neighborhood â but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Fallbacks, The Tessalynde is a young elf Rogue who dreams of leading the foremost adventuring party of the Forgotten Realms setting. While the crew sheâs gathered isnât the stuff of legend yet, sheâs
theoretical mettle against the real world; Baldric, a dwarf Cleric who refuses to tie himself to a single deity when he can trade favors with them all; Lark, a tiefling Bard with as many secrets as songs; and Uggie, a pet otyugh.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ravnica and serves as an introductory adventure to the setting. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Adventurers can be affiliated with any of the guilds. KARL KOPINSKI
Krenkoâs Way âKrenkoâs Wayâ is a short adventure for a party of four to six 1st-level adventurers, who might advance to 2nd level by the adventureâs conclusion. It is set in the Tenth District of
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
setting. This approach allows the same group of adventurers to sink their teeth into all three overarching conflicts while ensuring that each storyline feels distinct.
Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Company of Seven, The The Company of Seven was a group of adventurers active hundreds of years ago in the Greyhawk setting. Its members included Heward, Keoghtom, Murlynd, Nolzur, Quaal, Tasha (see
Iggwilv), and Zagig (see Zagyg). Some of these adventurers achieved near-divine status, and most of them are remembered for magic items that carry their names. The group inspired the formation of the Circle of Eight (described in chapter 5).
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
adventuring party If youâre using a published campaign setting, pick any location in that setting and develop it as you like. A published setting or adventure might give you all the details you need. The
setting, start small by detailing only this starting area. The rest of your setting can remain undeveloped for now. Donât spend too much time fleshing out the geopolitical landscape of your world or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Other Quests Chapters 1 and 2 are structured around quests, some of which touch on the major story arcs of the adventure while others merely show off other cool aspects of the setting. In chapter 1
, the adventurers undertake quests that lead them from one Ten-Towns settlement to another. Each town has a problem, and the adventurers get rewards for helping. In chapter 2, rumors spur the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Itâs Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
. Ask yourself, âWhat if the standard assumptions werenât true in my world?â The World Is a Mundane Place. What if magic is rare and dangerous, and even adventurers have limited or no access to it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
minotaurs rub shoulders with gnolls and goblins. Gargoyles and wyverns circle in the sky, while harpies call work crews to the quarries with their songs. Under the rule of the enigmatic Daughters of
until medical attention can be obtained. Harpies in the taverns of Droaam use their hypnotic songs to entertain rather than to harm. When you bring creatures from Droaam into the campaign, consider how
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
adventurers â and, of course, the luck of the dice. You can run Dragon of Icespire Peak for as few as one player or as many as five players. Each player starts with a 1st-level character. The adventure is set a
short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North â a vast realm of free settlements surrounded by lawless
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Toril (the world of the Forgotten Realms setting). From there, the characters enter Wildspace and travel to the distant planet HâCatha (the outermost world in the Wildspace system known as Realmspace
) to retrieve an adamantine meteorite. Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These
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->Dungeon Masterâs Guide
Heroes of the Lance, The The adventurers known as the Heroes of the Lance, whose deeds helped prevent Takhisis (see Tiamat) and her evil dragons from conquering the world of the Dragonlance setting
, began as a small group of young adventurers and their aging dwarf mentor. This original group (known as the Innfellows) consisted of Tanis Half-Elven, the brothers Raistlin and Caramon Majere, Sturm
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Companions of the Hall, The Named for the dwarf stronghold of Mithral Hall in the Forgotten Realms setting, the Companions of the Hall is a group of heroic adventurers whose exploits have spanned
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Part 1: Master of Worlds Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D
adventures happen. Even if youâre using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Anauroch. This chapter describes this setting, beginning with an overview of the Savage Frontier and some of its key inhabitants, then presenting descriptions of specific locations. The chapter
concludes with three encounters that help propel the story forward: In the âOld Towerâ section, adventurers meet a lonely hill giant with an axe to grind; The âInner Circlesâ section describes a series of
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
as the Flan. Greyhawk is an independent city in Eastern Oerik that attracts large numbers of adventurers. Greyhawk doubles as the name of the campaign setting.
and adventurers. The Flanaess (pronounced flah-nay-ess or flay-nayz) is another name for Eastern Oerik and means âland of the Flan.â The regionâs first human settlers and their descendants are known
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
might decide to seal the site away or take it over as a home base or stronghold. If the latter occurs, news of a group of powerful adventurers setting up shop in the ruins of Delimbiyran travels quickly
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides
with adventures, a DM might create a campaign from scratch, assemble a campaign from published adventures, or mix homemade material with published material. And the campaign might take place in a world of the DMâs creation or in a published campaign setting.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
all begin in the Free City of Greyhawk. Bastion Friendly There are ample places within the city and on the cityâs outskirts where adventurers can build Bastions (see chapter 8). Key Conflicts Two of
the three central conflicts of the Greyhawk settingâthe threats of Elemental Evil and Iuzâare the source of major tension and intrigue in the Free City of Greyhawk. The third conflict, involving evil
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Victory without Vizeran It is up to you whether or not the adventurers can succeed against the demon lords without Vizeranâs aid. They might be able to implement his plan on their own, particularly
, the ritual can be performed in any location in the Underdark imbued with faerzress. Vizeran has kept this information from the adventurers only because he sees the ritual as his chance to destroy
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might not have the strength to win the fight alone, and thatâs where adventurers come in. Gatekeepers can serve as patrons or advisors, providing crucial information or setting the adventurers on the
proper path. They can also come to the rescue of adventurers who are close to being overwhelmed by mind flayers or dolgaunts. At certain points in a campaign, the Gatekeepers might seem to be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
adventurers is one in which the characters complement each other and cover the weaknesses of their companions. The adventurers must cooperate to successfully complete the adventure. The adventure is the
desires. In either case, an adventure features a fantastic setting, whether itâs an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. It features a rich cast of






