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Returning 35 results for 'speaking some adventurers'.
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searing some adventurers
spreading some adventurers
seeking some adventurers
stealing some adventurers
speaking some adventure
Monsters
Strixhaven: A Curriculum of Chaos
arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their
Monsters
Strixhaven: A Curriculum of Chaos
Lorehold apprentice;apprentices and then as pledgemagesâstudy the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though
Monsters
Tomb of Annihilation
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.
Adventurers who have perished inside the tomb
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Redbrand Ruffians Within a day or so of the adventurersâ arrival in Phandalin, a confrontation with the Redbrands becomes inevitable. This can happen in a number of different ways: After speaking
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
strands that stretch from wall to wall. These strands are 2 feet thick and suspended some 50 feet above the floor. Any noise in one of these chambers (including a normal speaking voice or metal
adventurers set off a humming in one of these echo chambers, a distant rumbling can be heard and felt as a purple worm burrows toward the egg chamber, arriving there in 1d4 minutes (see area 8 for details).
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
halfling adventurer is assumed to know Common and Halfling. Hereâs the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to strangers. These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate
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->Out of the Abyss
Notable Kuo-toa in Sloobludop A number of important kuo-toa have the ability to influence the adventurersâ fate in Sloobludop. Prominent Kuo-toa Ploopploopeen (âPloopâ) Archpriest of the
. They have difficulty standing still, and are prone to quick, darting movements. They pace constantly, walking in circles around creatures talking to them. A kuo-toa priest speaking to a group of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
classics that have hosted an untold number of adventurers, while others are newer creations boldly staking their place in the pantheon of notable D&D adventures. Just as these dungeons have made an
Portal dims to a deep crimson, adventurers from across the Sword Coastâand even some visiting from other D&D worldsâspin tales and rumors of lost treasures. A wanderer from the distant Shou Empire
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventure you are currently running. If you prefer to start the adventurers at 3rd level and dive into the Elemental Evil plot immediately, begin with the âRumors of Evilâ clues. If you wish to start
the adventurers at 1st level, begin with the âTrouble in Red Larchâ rumors. When the party finishes the âTrouble in Red Larchâ adventures, they reach 3rd level, and theyâre ready to move on to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Adamantine Tower The adventurers come across a tower haunted by forces of darkness. Vaulted chambers bristle with stalactites and stalagmites, slowing your passage as you wend your way across uneven
the trap door on the roof is âmimsy.â The command word to transform the tower into a one-inch metal cube is âbrillig,â but speaking it has no effect since the shadow demons are still inside. To return
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
addition to the speaking stone, this outpost specializes in translating exotic texts and providing legal services to adventurers in trouble with the law. Josilian Tarli dâSivis is one of the best
Xenâdrik, and use many exotic ingredients and spices the people of Khorvaire have never tasted. The Kavvs have many friends in Stormreach, and their insights and contacts could be useful to adventurers
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
speaking to Korboz and learning about the presence of a shapechanging monster, the charactersâ primary goal should be to find and slay the creature. When it attacked Korboz, it looked like a 10-foot
to see if they fight back. The gnomes arenât adventurers, however, and they flee at the first sign of danger (real or imagined). The mimic completely devours and dissolves its victims, leaving no
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
laugh or feel emotionally engaged and to incorporate those things into your roleplaying. Being the NPC Imagine how a character or monster you bring to life would react to the adventurers. Consider what it
adventurers are in a living world. Strive for responses and actions that introduce twists into the game. For example, an old woman whose family was killed at the hands of an evil wizard might regard
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
only if the characters arrive here after speaking to the fiends in the cleanup crew (see âSpawning Treesâ above). If the characters arrive when the Tower of Urm is present, read or paraphrase the
. This archmage of Oerth leads a powerful group of adventurers called the Circle of Eight and has authored several planar tomes. He has also crafted many renowned spells. Mordenkainen takes the tower
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Redbrand Ruffians Zoltan Boros A group of criminals who wear scarlet cloaks has
been causing trouble in Phandalin for a while now Within a day or so of the adventurersâ arrival in Phandalin, a
confrontation with the Redbrands becomes inevitable. This can happen in several different ways: Confront the Redbrands. After speaking with a few NPCs in town, the characters decide to confront the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Speaking with the Victims The dead are taken to a City Watch station in the North Ward and kept in a cellar morgue. Clerics from local temples are brought in to cast gentle repose spells on the
hoard of dragons hidden in the city. Dalakhar heard about a group of adventurers who rescued Lord Neveremberâs son from the Zhentarim and thought the Stone of Golorr would be safe in their hands for the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if none of the adventurers knows it. The chamber beyond the door is floored in black marble, lined with shelves laden with books and scrolls, and dominated by a broad desk of polished bone. A plush
room, filling the area with bright light. If anyone other than Gromph enters the chamber without speaking the word tyrnae (âquenchâ), a fire elemental appears and attacks the intruders. Casting dispel
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
depth to the conflict. Perhaps a squad of warforged attacks a foundry in Sharn. After repelling the attack, the adventurers realize that the owners are mistreating the warforged who work the forges
warforged of a major city while speaking about the many abuses leveled against warforged. Especially if one of them is a warforged, how would the characters react to this individual? The Lord of
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
years, adventurers have kept these evil dragons at bay, sometimes with the help of benevolent metallic dragons. Lately, the chromatic dragons have grown restless, their dreams invaded by the whispers of
between adventurers and chromatic dragons might follow this broad outline: Levels 1â4. Consider introducing this conflict as the adventurers reach level 3 or 4, with the adventurers confronting an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
villain â as a quori spirit takes delight in speaking through the mouths of multiple different Inspired hosts, taunting the adventurers for their inability to reach the spirit itself. Then resentment
a first encounter with the adventurers in order to come back and plague them again. What follows are some tactics to make sure that even the most resourceful characters canât dispose of your villain
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unloads them every hour or two during daylight. Adventurers within earshot of the gate who listen closely can also hear the password spoken as each cart passes by. The supply carts provide a way for
without speaking the correct pass-phrase (âTiamat, Our Mother and Strengthâ or âHail Blagothkusâ) activates one of the golems. If another creature attempts to pass through without speaking the pass
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
invisible in the middle of a transaction, but keeps speaking as if nothing has happened. A duergar merchant threatens to kill the characters as a haggling technique, then denies ever saying so. A duergar
for food. If the characters can figure out how the derro are getting surface currency and jewelry, Ylsa will provide the adventurers with directions for at least the next stage of their journey
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, giving the establishment its name. The ballad isnât loud enough to disrupt conversation, but most patrons stop speaking when the elfsong begins, then resume only after it ends. Many customers frequent
runs a moneylending business on the side, offering loans to customers he trusts. He rarely gives loans to adventurers, knowing how flighty they can be, but he might offer them a free glass of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
effectively alone or in small groups, much like adventurers. When on a mission, they are independent and self-reliant. The ideal Harper is a keen observer, persuasive, and able to go almost anywhere
Harperâs leading delegate to the Council of Waterdeep. She is quiet, speaking only after others have had their turn, and is content to let events unfold until she feels a need to offer intervention
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unloads them every hour or two during daylight. Adventurers within earshot of the gate who listen closely can also hear the password spoken as each cart passes by. The supply carts provide a way for
gateway without speaking the correct pass-phrase (âTiamat, Our Mother and Strengthâ or âHail Blagothkusâ) activates one of the golems. If another creature attempts to pass through without speaking the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
effectively alone or in small groups, much like adventurers. When on a mission, they are independent and self-reliant. The ideal Harper is a keen observer, persuasive, and able to go almost anywhere
Harperâs leading delegate to the Council of Waterdeep. She is quiet, speaking only after others have had their turn, and is content to let events unfold until she feels a need to offer intervention and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
effectively alone or in small groups, much like adventurers. When on a mission, they are independent and self-reliant. The ideal Harper is a keen observer, persuasive, and able to go almost anywhere
Harperâs leading delegate to the Council of Waterdeep. She is quiet, speaking only after others have had their turn, and is content to let events unfold until she feels a need to offer intervention and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
death of his beloved Sarah, and he becomes noticeably distraught when speaking of her. Personality Trait. âWe all have a moral obligation to protect the weak and the innocent, and I will do so at any cost
me, there is little I can do to control myself.â Dark Memories Vecken is at home when the characters call, and he is initially pleased to see them. He assumes they are adventurers he must have met and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the part of a drunken passerby. If confronted, Otis does his best to maintain the facade. He moves away from the adventurers as quickly as possible, but he circles back to watch them as they interact
adventurers. Assume that the City Watch members know the names and reputations of some of the adventurers on the list, but have never met them in person. If a character pretends to be Lord Pompy
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
was first summoned, and the adventurers have run across him and his pack. The charactersâ only advantage at this moment is that they havenât yet been detected. Considering their level at this stage of
the goristroâs demise and discovers his slain minions â and also picks up the scent of the adventurers.
Later in the adventure, Yeenoghu hunts down the characters to make them pay for their impudence
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
interrogation by speaking for the party and making a DC 15 Charisma check (Deception and Persuasion apply; Intimidation or Performance are met with scorn). Depending on how believable the partyâs story is
and how the other adventurers behave during the questioning, you might allow the character to make the check with advantage or impose disadvantage. The guard grudgingly lets the characters pass if the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the safe haven of his tower, Vizeran continues the discussion he began with the characters back at Gravenhollow, speaking more on what he knows of the demon lords. âThe only one of my kind who could
and her priestesses to seek Vizeranâs guidance, letting him take his rightful place as a wise leader among his people. What Vizeran Offers Vizeran DeVir offers the adventurers his insight, his arcane
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Executionerâs Run (see area 2), asks the adventurers to come with her as she collects a debt. The pay is 10 percent of whatever is collected on the 500 gp debt, which is owed by a man named Taban (N male
commander. He asks the adventurers to escort him safely to the fort and create a distraction so that he can ransack the commanderâs quarters. As a reward, Rokah offers to cover the cost of a charter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
give the players several handouts at once, or provide handouts only for the guides they track down. GUIDES AS PARTY MEMBERS
A guide who is hired by the adventurers becomes a NPC party member and
weretiger) works out of Port Nyanzaru. She conceals her lycanthropy from the characters for as long as possible and will guide adventurers for free if they agree to help her retrieve an item that was stolen






