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Returning 35 results for 'starting chapter'.
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starting charger
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
, if he thinks heâs in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahdâs domain.
Rictavioâs Traits
Ideal. âEvil
Backgrounds
Guildmastersâ Guide to Ravnica
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
;Disguise kit
Languages: One of your choice
Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Levels table is a guide for the DM. Also, check with your DM about what equipment is available for you to buy with your starting money. For example, the firearms described in chapter 6 are too
Starting Equipment The DM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Running This Chapter Getting off on the right foot is important. If you follow these steps, you should be all right: Before starting the adventure, read the rest of this section and the âTen-Towns
Overviewâ that follows it. A description of each town appears later in this chapter, but you donât need to commit all ten settlements to memory before running this part of the adventure. Determine the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.
Backgrounds
Guildmastersâ Guide to Ravnica
. The mizzium apparatus described in chapter 5 is a magical version of this gear.
The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable
Iâm incapable of admitting a flaw in my logic.
Contacts
The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so itâs easy for
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Adventure Levels Adventure Starting Level Chapter Campus Kerfuffle 1st 3 Hunt for Mage Tower 4th 4 The Magisterâs Masquerade 6th 5 A Reckoning in Ruins 8th 6 Relationships If you run chapter 4, 5
in this way. If you run any of these adventures separately, you should ask the players to create characters of the appropriate starting level for the adventure, as shown in the Adventure Levels table
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such items are detailed in chapter 5 "Equipment." Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp
5. Choose Equipment Your class and background determine your characterâs starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
sure your players have appropriately leveled characters before play begins. Chapter 1 provides instructions for starting this adventure with 7th-, 8th-, 9th-, or 11th-level characters.
Character Creation Before starting this adventure, consider spending your first game session helping your players create characters. This adventure recommends 10th-level characters to start, so make
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Character Creation Before starting any of this bookâs adventures, consult chapter 2 for guidance on making Strixhaven characters and uniting those characters in a group.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend. You decide how your character came by this starting
Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
characters reach Omu in chapter 3. Starting at 9th Level Characters of 9th level will steamroll through chapters 1 and 2, and thatâs fine. Spend less time on encounters in the jungle, and steer the
Starting at Higher Levels Although the adventure assumes that the characters begin at 1st level, you can start them off at 5th level or 9th level instead. Starting at 5th Level Characters of 5th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells.
or she might have been a soldier or a pirate and done dangerous things before. Starting off at 1st level marks your characterâs entry into the adventuring life. If youâre already familiar with the
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new classâs starting proficiencies, as detailed in each classâs description in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
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
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
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Creating Your Character Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the âLevel Advancement
â section. You begin with the minimum amount of XP required to reach your starting level. For example, if the DM starts you at level 10, you have 64,000 XP.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Creating Your Character Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided in the âLevel Advancement
â section. You begin with the minimum amount of XP required to reach your starting level. For example, if the DM starts you at level 10, you have 64,000 XP.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
spreading along the inside of a gigantic torus. The metropolitan ring curves upward into passing clouds, disappearing behind the haze.
Here ends chapter 1. Each character should gain a level before starting the next chapter.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
, as they push through the casinoâs polished gold revolving door to the gambling hall within.
Farrow lets out a satisfied sigh. âThis is the place.â
Here ends chapter 2. Each character should gain a level before starting the next chapter.
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->Storm King's Thunder
adventure, and describes its major challenges. Once youâve reviewed this material and are ready to run the adventure, proceed with chapter 1, âA Great Upheaval,â if the characters are starting at 1st level, or chapter 2, âRumblings,â if they are starting at 5th level.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Haunting Mordent Crafting an adventure around a haunting is similar to building any other adventure. The âGhost Storiesâ section of chapter 2 provides a good starting point for detailing elements of
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
makes a good first adventure for most campaigns. See chapter 3, âCreating Adventuresâ for guidance.
A home base provides a common starting location for the characters. This starting point might be
1. Create a Home Base See the âSettlementsâ section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
its entirety. Map 1 on the poster shows a diagram of the castleâs face, and the other maps show the castleâs interior and exterior areas. All those locations are described in this chapter, starting in
Chapter 4: Castle Ravenloft Castle Ravenloft was built atop the ruin of an older fortress by artisans, wizards, and workers loyal to Strahdâs family. Strahd rewarded the castleâs genius architect
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Monster Alignment Alignment can help you determine how a creature behaves in your game in two simple ways. Starting Attitude A creatureâs alignment can help you determine the creatureâs attitude in
an encounter. A Chaotic Evil monster is likely to be Hostile, while a Lawful Good one is more likely to have a Friendly attitude, ready to help those in need. Personality Chapter 2 of the Playerâs
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Chapter 1: The Unicorn and the Hags Whichever hook you choose, the adventure begins while the characters are traveling through a remote fey wood. If Infernal Machine Rebuild is played in combination
in the Forgotten Realms campaign setting, the Svalich Woods in Barovia, or Xenâdrik in Eberron also make excellent starting points.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classesâ details. Class Overview Class Likes
has 0 XP. Starting at a Higher Level. Your DM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the âStarting at Higher Levels
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 5: Equipment The marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of
. Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that are represented by a special card reading detailed in chapter 1, âInto the Mists.â Before you run the adventure, you need to conduct that reading to determine the location of several items that
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahdâs goals, and it suggests adventure hooks to draw the player characters into the cursed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
becoming members of the Mages of High Sorcery (see chapter 1). âScales of Warâ reveals the mysterious draconians. Before starting the adventure in chapter 3, review the encounters here and choose one or
after completing the âPreludesâ section and before proceeding with chapter 3. This scenario has no ties to the overarching adventure, but it will familiarize the players with the game before it becomes relevant in chapter 3.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 13: Star When Istus created the first Deck of Many Things, she drew constellations from the sky to create each card. This chapter presents these constellations, known as the Sky of Many
Things, complete with magical effects created by the constellations as well as a zodiac that might influence the destiny of those born under its signs.
The latter part of the chapter, intended for the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why donât you have more money? How did you learn the skills of your class? What
sets you apart from ordinary people who share your background? The sample background in this chapter provides both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Starting with The Lost City, guide your players through the adventures in the order presented in this book. Each one provides sufficient XP that, on completing the adventure, the characters should be
characters find a door to the Infinite Staircase. There, they cross paths with a cosmic quest-giver, the noble genie Nafas (detailed in chapter 1), who sends them on their next journey. Because the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why donât you have more money? How did you learn the skills of your class? What
sets you apart from ordinary people who share your background? The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
character. A STRIXHAVEN PARTY
If youâre starting a Strixhaven campaign with the introductory adventure in chapter 3, that adventure gives all the advice you need to bring a party of characters together
, such as a background choice. From the start, your character is making decisions that will lead to their eventual college choice. Chapter 1 describes each of the colleges. How do you decide which of






