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Returning 35 results for 'spirits seize adventurers'.
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Monsters
Bigby Presents: Glory of the Giants
to a djinni and is sometimes mistaken for one by adventurers.
Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a
path of destruction. Massive hailstones and lightning infused with necrotic energy rain from tempest spirits on those that get too close to them.Lightning, ThunderCold, Necrotic, Poison; Bludgeoning
Monsters
Acquisitions Incorporated
, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it's far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as
feet, and the cluster of red eyes that are the most unsettling part of its appearance.
Terror from Above. The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold
Monsters
The Book of Many Things
’s Keep. Gremorly was a necromancer and misanthrope who had little patience for the living; he resolved to use the keep to create and house a ghostly army he would use to seize power. Gremorly
performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers
Monsters
Fizban's Treasury of Dragons
they have to say.
3
I think of ships as kindred spirits and like to rub affectionately against their keels.
4
I like to show visitors the vastness of my domain, so they appreciate how
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
The Book of Many Things
dangerously curious spirits manifested as physical beings when the Deck of Many Things was shuffled for the first time. The rifflers were so enraptured with the soft sound made by the whispering cards
as likely to give a deck to adventurers in dire need as they are to wrest cards from an innocent person by any means necessary.
Both the Solar Bastion (see chapter 10) and the Grim Harrow (see chapter
Monsters
Fizban's Treasury of Dragons
by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar
measures.
3
A sapphire dragon seeks adventurers to lead into battle against the mind flayer;mind flayers that usurped the dragon’s lair.
4
Powerful infernal creatures have opened a
Monsters
Fizban's Treasury of Dragons
interested in the shiny baubles people carry than in anything they have to say.
3
I think of ships as kindred spirits and like to rub affectionately against their keels.
4
I like to show
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
Magic Items
Storm King's Thunder
energy when the throne’s powers are activated.
After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from
creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the
Monsters
Fizban's Treasury of Dragons
kindred spirits and like to rub affectionately against their keels.
4
I like to show visitors the vastness of my domain, so they appreciate how insignificant they are.
5
I attack anyone I
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
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.
Resting Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest--time to sleep and eat, tend their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and strange, pointed hats—all these and more march forth from the graveyard, their numbers growing by the second. These aren’t the spirits of the people buried here, but of previous adventurers who
March of the Dead Every night at midnight, one hundred spirits rise from the cemetery (area E6) and march up the Old Svalich Road to Castle Ravenloft. An eerie green light suffuses the graveyard
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.
Resting Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest — time to sleep and eat, tend their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Middle The middle of an adventure is where the bulk of the story unfolds. With each new challenge, the adventurers make important choices that have a clear effect on the conclusion of the adventure
rumors of treasure were a trick to lure them into a death trap. Perhaps the so-called spy in the queen’s court is actually a scheme concocted by the monarch herself to seize even more power. At the same
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
possibility. Character death — even if temporary — can crush some players’ spirits. For those players, don’t make this battle just a relentless slog toward death. Give the adventurers opportunities to save
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
possibility. Character death—even if temporary—can crush some players’ spirits. For those players, don’t make this battle just a relentless slog toward death. Give the adventurers opportunities to save
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
guilds makes that difficult. The Zhentarim in Waterdeep is a fractured organization. Those who support Manshoon want to destroy Xanathar and seize political and economic control of the city. Those who
oppose Manshoon want to expose and destroy him before they are themselves apprehended or driven out of the city by the local authorities. Adventurers can’t join Manshoon’s cause, but they can join and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that she can seize control of Undermountain. To that end, she does everything in her power to keep adventurers in Undermountain alive. Her abilities are, however, limited in her current, bodiless
, inhabiting the very dungeon itself. Halaster is unaware of Jhesiyra’s presence but also wonders over her disappearance following the Spellplague. Jhesiyra’s plan is to use adventurers to defeat Halaster so
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ez d’Avenir. These adventurers want to learn what made the House of Lament what it is and free the spirits that haunt it. Ireena Kolyana is a reincarnation of the fateful spirit named Tatyana detailed
appears to be alone, investigating the house to test methods of freeing lingering spirits. He has no idea—and refuses all evidence—that he is accompanied by the spirit of his son, Erasmus. Mentions
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
second chapter, the adventurers go up against Neronvain, the wyrmspeaker with the Green Dragon Mask, in a hidden stronghold and dragon lair in the Misty Forest. These chapters play out at different
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Neronvain engages in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
Hills. In the second chapter, the adventurers go up against Neronvain, wyrmspeaker of the Green Dragon Mask, in a hidden stronghold and dragon lair in the Misty Forest. These chapters play out at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the shaft. Snigbat’s job is to watch for intruders and report what she sees to Boss Hark. Snigbat considers this duty a form of punishment. If she sees one or more well-armed adventurers, Snigbat
has no influence over them. With Hark and the ogres dead, Snigbat can seize the title of boss without being challenged. Once she becomes the new boss, she allows the characters and the villagers of Nightstone to leave the Dripping Caves unharmed.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mercantile ventures regularly hire adventurers for trade excursions and exploration—such as journeys to the island of Lambakluha. Lambakluha The island of Lambakluha is known as the “Vale of Tears” in
where islanders’ souls went after death. Some of these souls transcended into ninunos—dryad-like spirits of the land who serve as stewards to the gods and resided in the surrounding lands. Colonizing
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
misanthrope who had little patience for the living; he resolved to use the keep to create and house a ghostly army he would use to seize power. Gremorly performed a ritual that turned Sovereign Keep into
a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers came to investigate the seemingly abandoned keep
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
that welcomes all manner of suspicious customers… which makes it a haven for adventurers. Clifftop is a home away from home for explorers and mercenaries. The Sharn Watch maintains a fortress garrison
in Daggerwatch. The Highhold district is an upscale dwarven neighborhood; it’s said that the strongest spirits in Sharn are served at Morragin’s Tavern. Hope’s Peak is a temple district, notable for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventures ought to be extraordinary. As adventurers reach the medium to high levels of your campaign, they find more cause to venture beyond the confines of the world they call home and explore the
magical abilities are put to the test, the characters might find their emotions, values, and spirits challenged as well.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dragon, Faerie An invisible green faerie dragon takes an interest in the adventurers and follows them for a while. If the characters are in good spirits, the tiny dragon plays harmless pranks on them
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
their ancestor’s message. Defending the Land. Djaynai’s leaders often employ experienced adventurers to exchange knowledge and magic with Djaynaian scouts and defenders. Based on the characters
of spirits there. This ally connects the characters to an official who knows more about the spirit sightings and arranges for them to visit.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
desires, draining hope and optimism from formerly fiery spirits. An adventure in Hades can challenge characters to find an answer to the ever-present question that hangs over this plane: why bother? As
apathetic despair saturates their hearts and spirits, they must find a way to rekindle the passion of life and the sense of purpose that drives them or else succumb to the hopelessness of the plane
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spirits, which might explain why locals don’t frequent the place as much as they used to. The proprietor, a rugged middle-aged man named Roark (lawful good human commoner), blames the cursed winter and
the closing of the Easthaven ferry for his business woes. Although he has spare rooms with empty beds, he claims to have no available guest accommodations. If adventurers are looking for a place to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and spirits in Sharn… and maybe Khorvaire. From Lhazaar mead to the fermented honey-milk favored by the shifters of the Eldeen Reaches, if it’s strong and strange you can find it at the Drunken
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 d’Sivis is one of the best
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and seize control of the Terminus Level. Toward that end, he is quick to forge alliances with adventurers who are also interested in bringing about the planetar’s downfall.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well. Trickster God Spirits The spirits of the nine trickster gods of Omu haunt the tomb. Although they cannot escape it, these spirits can inhabit adventurers within the tomb (see "Spirits of the Nine Trickster Gods").
effects are ascribed to the archlich in this adventure. Skeleton Keys To unlock the final gate to the Soulmonger, the adventurers must acquire five skeleton keys — each the carved skull of an animated
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ten-Towns Quests This chapter presents two starting quests (“Cold-Hearted Killer” and “Nature Spirits”) that the characters can get at the start of the adventure, regardless of which town serves as
potential for combat, while “Nature Spirits” presents a fun quest without the danger. The quests in this chapter are designed to get the characters exploring Ten-Towns and the nearby wilderness, while
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Ask yourself, “What if the standard assumptions weren’t true in my world?” The World Is a Mundane Place. What if magic is rare and dangerous, and even adventurers have limited or no access to it
? What if your campaign is set in a version of our own world’s history? The World Is New. What if your world is new, and the characters are the first of a long line of heroes? The adventurers might be






