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Returning 35 results for 'starting setting adventures'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, âGrannyâ or âGrampyâ convinces the child that itâs okay to do bad deedsâstarting with breaking things or wandering without permission, then
graduating to pushing someone down the stairs or setting a house on fire. Eventually, the childâs terrified family and community face painful decisions of what to do about the seemingly remorseless
Monsters
Fizban's Treasury of Dragons
Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz Dragon Adventures
The Topaz Dragon
Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.
Topaz Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook
Level
Legacy
This doesn't reflect the latest rules and lore.
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Rules
Starting off at 1st level marks your character's entry into the adventuring life. As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
broad range of levels. With a little work, you can run a complete campaign using only this book. Starting with The Sunless Citadel, guide your players through the adventures in the order that they are
Creating a Campaign While these adventures were never meant to be combined into a full campaignâover 30 years separates the newest from the oldestâthey have been selected to provide play across a
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
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
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
Backgrounds
Sword Coast Adventurer's Guide
from many walks of life, setting them to tasks that serve the goals of the Black Network but arenât necessarily criminal in nature. Agents of the Black Network must often work in secret, and are
access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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
Standalone Adventures Rather than playing the four adventures as a campaign, you can run them as standalone adventures. A section near the start of each adventure tells you how to use the adventure
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure Use the following suggestions to help contextualize Djaynai and Janya in a wider world: Through the Radiant Citadel. Characters traveling from the Radiant Citadel arrive in a
clearing 5 miles upriver from Djaynai. If you wish to further detail these lands, use the âDjaynai and Janya Gazetteerâ section at this adventureâs end as a starting point. Forgotten Realms. Djaynai
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
that story might unfold in the region around Saltmarsh, providing a shared setting for them all. Although these seven adventures werenât designed to create a single overarching narrative, the tools
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone Clifftop runs with the idea that the player characters are known as adventurers. Theyâve accomplished remarkable feats and beaten impossible odds. One way to reflect this is to start
normal starting equipment. You have two common magic items and two uncommon magic items. All magic items are subject to the approval of the DM, and the DM may choose whether to assign these items or to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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.
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Starting at Higher Level Experienced players familiar with the capabilities of the character classes and impatient for more significant adventures might welcome the idea of starting a campaign with
, and probably starts with better equipment. Starting equipment for characters above 1st level is entirely at your discretion, since you give out treasure at your own pace. That said, you can use the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
adventure, then adventures are the building blocks of a D&D campaign, for a campaign is what you get when you string two or more adventures together. A campaign setting is the world in which those
adventures take placeâboth a backdrop for your adventures and a hotbed of conflicts and personalities that can inspire and drive adventures.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
into your adventures and setting higher stakes through play, youâll help characters grow in exciting ways. You can use the DMâs Character Tracker sheet to keep track of key information about each
just to help their companion. Avoid focusing adventures on one character too often, and look for opportunities to have character-focused adventures for each character from time to time. Setting New
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Tarokka Deck and Spirit Board Ravenloft has a tradition of adventures featuring setting-specific props and memorable, set-piece encounters. Such atmospheric scenes immerse players in an experience
unique to the Land of the Mist. Two fateful tools used in such encounters are detailed here, the tarokka deck and spirit board. Consider including these mystery-steeped props in your own Ravenloft adventures, or use them as inspiration to create other immersive experiences.
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->Dungeon Masterâs Guide
adventures in this home-brewed setting. The version of Greyhawk presented here is largely based on The World of Greyhawk gazetteer, published in 1980. Poster Map
Included is a poster map showing the lands of
Greyhawk Greyhawk is a D&D setting you can use as the backdrop for your campaign or as a model you can reference while creating your own setting. Important aspects of Greyhawk are described herein so
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Starting Points Sharn holds the potential for endless adventures. The City of Towers can serve as the foundation of a single adventure or an entire campaign. Defining a starting point is a way to
give an initial focus to the campaignâsetting a tone and giving players an initial investment in the story. The player characters may be meeting in a tavernâbut itâs their favorite tavern. The bard
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and the Underdark below, as a campaign setting in which you can base adventures of your own. All pertinent details about the setting are covered in this book, with room to add new locations and villains of your own design.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure This adventure and the islands of the Dayawlongon archipelago can appear in any setting. The following are suggestions for contextualizing the adventure in a wider world
Gazetteerâ section provides context for further adventures you might have in the region. Eberron. The eastern coast of Sarlona or the seas around Aerenal could incorporate the Dayawlongon archipelago, or
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
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
the player characters links it to the next one. Other campaigns involve long-running plots, a cast of recurring NPCs, and themes that span multiple adventures, leading toward a climactic conclusion. As
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure San CitlĂĄn and its borderlands can appear in any setting. The following are suggestions for contextualizing the adventure in a wider world: Through the Radiant Citadel
. Characters traveling from the Radiant Citadel arrive near the Ruisenor Peaks, a few hours travel from Milpazul. You can use the âSan CitlĂĄn Gazetteerâ section at the end of this adventure as a starting point
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
Creating a Campaign The adventures in this book provide play across a broad range of levels. They can be strung together as a complete campaign using the Infinite Staircase to travel between them
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Step-by-Step Adventures Follow these steps to create an adventure: Step 1: Lay Out the Premise. Determine the situation or conflict that underscores the adventure. Also think about the adventureâs
setting and what is unique and fun about it. Step 2: Draw In the Players. Think about how the characters will get drawn into the situation youâve established. Consider how the adventure might tie in
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
adding any of these topics to your game, donât include them as options, and use them as the starting point for a list of elements that your adventures wonât include. SERIOUS FEAR
Many horror D&D games
Horror Content Survey Take advantage of the time before your first game session to learn about your playersâ thoughts related to horror adventures. To do this, create a brief list of questions
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 1st-level characters, is the first in a series of four adventures. It is set in Spelljammer Academy on the island of Nimbral, many miles southwest of the Chultan peninsula in the Forgotten Realms campaign setting.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
a troupe of adventuring Entertainers. The origins the players choose define who their characters were before becoming adventurers. Think about how the charactersâ backgrounds might inform adventures
the larger campaign. Starting Level. What level are the characters when they start? Many D&D campaigns start the characters at level 1. If you want the characters to be a bit more resilient and your
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Castle Ravenloft Castle Ravenloft (RAY-ven-loft) is the heart of the domain of Barovia and the home of the vampire Strahd von Zarovich. Ravenloft is also one of the most famous dungeon adventures in
the history of the D&D game, providing a horror-themed experience that inspired the creation of the Ravenloft setting and the adventure Curse of Strahd.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Start Here Luca Bancone White Plume Mountain is a natural
wonderâand a haunt of evil The City of Greyhawk is a great starting point for a D&D campaign for many reasons, as discussed in the
sections that follow. Adventure Hooks The city contains plenty of rumors, local legends, and quest givers, any of which could point characters to their next adventure. The sample adventures in chapter 4 can
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 3rd-level characters, is the third in a series of four adventures. The adventure begins at Spelljammer Academy, which is located on the planet
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
might inspire your characterâs backstory, starting from the moment that character was born. If youâre a DM, this zodiac can inspire countless adventures themed around prophecy and fate, or it could be a
starting point for a zodiac of your own creation. Many Stars, Many Worlds
In the settings of D&D, most stars in the night sky are suns, planets, or other distant objects, all of which exist in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
way that will make the game fun for everyone. Referee. When itâs not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
where the gameâs adventures take place. Even if youâre using a published setting, you get to make it yours.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
Eberron or any other D&D setting. Chapter 2 provides an overview of the nations of Khorvaire (and beyond) and the religions of Eberron, handy details whether youâre a player seeking inspiration for your
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 2nd-level characters, is the second in a series of four adventures. It is set in Spelljammer Academy on the island of Nimbral, many miles off the southwest coast of the Chultan peninsula in the Forgotten Realms setting.






