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Returning 35 results for 'standing surviving adventurers'.
Monsters
Fizban's Treasury of Dragons
a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor
collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on
Monsters
Icewind Dale: Rime of the Frostmaiden
tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.
The wounded
embodiment of winter’s remorseless consumption.
Tekeli-li exists today as a gnoll vampire that hasn’t fed in decades. Adventurers who use the “Rime of the Frostmaiden” to
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 man’s 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
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
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
Backgrounds
Ghosts of Saltmarsh
of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
6
Leave None Behind. You carried an
who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Fungi wins the adventurers the eternal gratitude of the surviving myconids of Neverlight Grove. Basidia quickly assumes leadership of the grove, taking steps to heal the minds of those myconids
Achieving Victory If the adventurers succeed, they achieve a great victory with two demon lords banished back to the Abyss. The creatures under the demon lords’ influence eventually return to normal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Gatekeeper Campaign Themes The Gatekeepers are the remnants of an ancient order. Once they saved the world. Now they are all but forgotten, and the world needs saving again. The surviving Gatekeepers
might not have the strength to win the fight alone, and that’s where adventurers come in. Gatekeepers can serve as patrons or advisors, providing crucial information or setting the adventurers on the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Treasure In addition to (or instead of) providing information to the adventurers, the last connection to the surviving Araumycos can bestow a charm of heroism to all the player characters (see “Other
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
being held aloft by magic, such as the fly spell. If you’d like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature’s
the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermath — a village called Altand. If Delaan’s belief
Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermath—a village called Altand. If Delaan’s belief
Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, roleplaying well, and surviving or avoiding deadly traps. Any such award should be no more than what the characters would earn for defeating a monster with a challenge rating equal to their level. For
example, a fair ad hoc award for a party of 2nd-level adventurers would be 450 XP, which is what the characters would earn for defeating a challenge rating 2 monster. If you dispense with XP tracking
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
west side of the castle has been reduced to a pile of smashed brick and broken wood. The surviving buildings are blackened by soot. At the center of the castle grounds, the High Hall cathedral stands
still oozing from their bite wounds. As the characters approach the center of the courtyard, they see two hell hounds standing guard in front of the cathedral doors. These fiends have been instructed by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Episode 2: Fun in Phandalin THE RUINS OF TRESENDAR MANOR In episode 2, Omin Dran sends the adventurers (now 2nd level) to Phandalin to learn the fate of an Acquisitions Incorporated franchise that
. While in Phandalin, the adventurers have the opportunity to interact with the townsfolk, possibly becoming involved in small-town dramas — including a mayoral election. Those events could have a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion If the characters accomplish all their objectives — rescuing the surviving hermits, destroying the drowned ones and their leader, and sealing the opening in the Pit of Hatred — things soon
return to normal on Firewatch Island and the communities of the nearby coast. The surviving hermits abandon the island, but a new group settles there before long. Or, Feldrin Kane, the Uskarn bailiff
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster Blackcloak If the adventurers have made their way to this level, Halaster is equal parts impressed and curious. He is ready to grant the characters an audience, having kept an eye on their
the party. He might suggest that those characters prove their worth by surviving the Mad Wizard’s Lair and “freeing up” an apprenticeship by eliminating Arcturia or Trobriand. If this is done
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“Jim” Darkmagic III have turned a talent for redistribution of property into a reputation as the multiverse’s premier adventurers for hire. Omin Dran, CEO of Acquisitions Incorporated and war priest
and his inheritance for a life on the stage — at least until well-paid heroics came calling. Jim and Omin’s unlikely partnership began when Jim was the only surviving candidate in the running for a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
allowing others to follow them into the palace: Zybilna’s dragon (the jabberwock) haunts the palace. Only the bravest and hardiest adventurers stand a chance of surviving an encounter with it. There are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a magical connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy
protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Fiery Fangs The fire cult is less concerned with maintaining appearances than the other elemental cults. When Vanifer or her lieutenants receive word that a band of adventurers is trying to ferret
killed and a second is reduced to fewer than half its hit points, whereupon the surviving hounds flee. A mysterious bowl-like symbol (the symbol of the fire cult) marks the iron collars of the hell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adventurers and Organizations At the start of a campaign, backgrounds are a great way to connect adventurers to your world. As the game progresses, though, background ties often become less important
. Factions and organizations aimed at player characters are a way to keep higher-level adventurers connected to your world, providing ties to key NPCs and a clear agenda beyond individual gain. In the
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
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
expected to adhere to its codes of conduct. Less reputable characters can find work with the Deathgate Adventurers’ Guild in Middle Tavick’s Landing. There’s a long-standing rivalry between the two
Adventurers’ Guild. This is serves as a social club for adventurers and a one-stop marketplace for anyone seeking to hire a capable and reliable champion. If you’re part of the CAG you have access to
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
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
adventurers, he breathes a sigh of relief and assumes they were hired by Lady Nandar. (He would be dismayed to learn that she didn’t survive the attack on Nightstone.) Other noteworthy prisoners trapped in
were wounded by the goblins and ogres in the process of being captured; each has only 1d6 hit points remaining. The other prisoners found here are surviving members of local families. All the adults
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
they will not hurt the party and will honor the contract that was agreed upon. Allow the Mutiny Without the characters’ help, neither captain can defeat the mutineers. If the adventurers do nothing
, the mutiny succeeds. Talk The adventurers may attempt to speak on behalf of the captain, hoping to talk the mutineers out of their plans. Castisha has already made up her mind, and nothing short of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
ecosystem, except to say that it reaches at least the breadth of the continent, and that most creatures are fully capable of surviving their entire lives within it, provided they can find enough food
and safety to do so. Breathable air is plentiful, and clean water can be found. Beyond that, most surface folk only have the tales of adventurers, the survivors of attacks, and the occasional escaped
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Adventure Themes A group of adventurers leaves the dark, rainy city, putting its mean streets behind them. They board a flame-ringed airship for a journey across the continent, but they’re attacked
by wyvern-riding bandits on the way and must fight for their lives as the airship hurtles toward the ground! After surviving the crash through a combination of quick thinking and heroic effort, they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
banished back into the Abyss. The task of the adventurers is to be close at hand but not get caught up in the battle until one demon lord is left standing, weakened and spent from the conflict. That
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
token in one of the most ancient burials is inscribed with the last surviving copy of a key rune. In the ages since its creation, the rune has become corrupted. It still functions, but it creates tears in
took sanctuary in the grotto but are now trapped and running out of supplies. Adventurers must disperse the horde by killing the death giant shrouded one (see chapter 6) who created it or clear a path for the villagers to escape.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
Level 8 Among the rock formations is a standing gate (see “Gates”) formed by a pair of 10-foot-tall stalagmites carved to create the image of giant stone snakes wrapped around them. The points of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
standing stones 19 Ruined or toppled circle of standing stones 20 Totem pole Ruins Crumbling towers, ancient temples, and razed cities are perfect sites for adventures. Additionally, noting the existence of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and took several prisoners to their steading, and adventurers must free them. 4 An evil conqueror tries to recruit giants from a steading, which would be disastrous for the peaceful peoples standing
. Steadings d6 Adventure Hook 1 A young giant looks for adventurers’ help turning the rest of the steading, including the young giant’s family, away from the worship of a demon lord. 2 The only possible
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Vizeran’s Plan At the first sign that the adventurers are open to working with him, the drow archmage explains his plan. “Demons are creatures ruled by madness and hatred, even the greatest and most
characters can refuse Vizeran at any time, at which point the archmage tells them to leave his home and wishes them good luck surviving in a world dominated by the demon lords. He says he will find
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
invisible magic circle on the floor around the characters flares to life. A moment later, the adventurers are standing in an abandoned and ruined farmhouse a mile north of Waterdeep. The barely visible outline of a Thayan teleportation circle fades around them and their neatly packed belongings.






