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Returning 35 results for 'strange singing adventures'.
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Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Adventures Here are sample adventure hooks to bring characters to the Singing Sands or to give them missions to pursue there. Desert Dreams Goliath giant-kin escort a nervous stone
Encounters tables in chapter 3 manifest from the sand and attack. Lingering Ties A flock of giant vultures follows the Singing Sands through the day, circling over creatures who investigate it. After
Monsters
Fizban's Treasury of Dragons
, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for
stories and adventures involving sapphire dragons.
Sapphire Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
Posing as
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adventures in Yongjing Consider the plots on the Yongjing Adventures table when planning adventures in Yongjing. Yongjing Adventures d4 Adventure 1 The characters are hired to investigate strange
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Adventures in Bluetspur While Bluetspurâs otherworldly hazards and the mind flayersâ defenses can challenge even the highest-level heroes, the domainâs menace proves most pernicious when it intrudes
on other domains. Taking inspiration from sci-fi horror and tales of alien abduction, adventures involving Bluetspurâs mind flayers might begin anywhere with bad dreams or a strangerâs impossible
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Learning from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires
, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
fey have strange powers, and villagers pushed to desperation seek them out in the hopes of bargaining for what fate has denied them. When planning adventures in this domain, consider the plots on the
Adventures in Tepest The horror of Tepest rises from its mysterious wilderness and the seemingly idyllic community of Viktal. Here, dread lies in contrasts. Tree branches grasp like claws while every
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Adventures in Lamordia Themes of body horror pervade adventures set in Lamordia. Here characters might become victims of Dr. Mordenheimâs experiments or uncover terrible truths underlying the
domainâs strange science. In the latter case, Lamordiaâs sinister steampunk veneer offers a perfect setting for a grotesque flavor of gothic horror, focusing on lives enslaved to machines, the worth of flesh
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it â times when adventurers are not going on adventures. The downtime rules given in this section can be
they amass on their adventures. The system presented here consists of two elements. First, it introduces the concept of rivals. Second, it details a number of downtime activities that characters can
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
untold adventures. Quests from the Infinite Staircase collects six adventures from Dungeons & Dragons history, updated for the current edition of the game. Beloved for their strange and wondrous locations
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
dreams of adventures to come. For instance, the character might view storm clouds swirling over Leilon, a galleon made from bones, or a glowing statue of a dwarf standing in a canyon. At the end of
the night, the character must make a DC 13 Wisdom saving throw. On a success, the character is bolstered by the strange dreams and gains inspiration. On a failure, the character gains a level of exhaustion.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
connect to. Each gate-town shares many of the characteristics of the plane where its gate leads. Planar emissaries often meet in these gate-towns, so it isnât unusual to see strange interactions, such as
Limbo Outlands Adventures The Outlands is the closest the Outer Planes come to being like a world on the Material Plane. Adventurers can travel easily from one gate-town to the next, making a
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
vague, prophetic dreams of adventures to come. For instance, the character might view the face of an ancient green dragon, a horde of zombies, or a sahuagin attack. At the end of the rest, the
character must make a DC 13 Wisdom saving throw. On a success, the character is bolstered by the strange dreams and gains inspiration. On a failure, the character gains a level of exhaustion.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 5: Paths of Peril When the characters return to Phandalin after their adventures in Wave Echo Cave, they find the town in upheaval. Thievery, vandalism, and violence plague Phandalinâall
perpetrated by a band of goblins, some displaying strange psionic powers. These goblins have been pursuing their goal in the background of previous chapters (see âThe Goblinsâ Storyâ below), and their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
explosives and other futuristic weapons, such as laser pistols and antimatter rifles. On many D&D worlds, these devices are strange and unfamiliar anomalies, if they exist at all. If youâre nervous about
including such technology in your game, you can limit the number of energy cells the characters discover during their adventures. Most devices are useless without them. Due to their rarity, these items
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
cosmos. Most campaigns and adventures play out on worlds on the Material Plane. The rest of the multiverse consists of different planes of existence defined in relation to the Material Plane. The planes
of existence are strange and often dangerous environments undreamed of in the natural world. Adventurers can stroll along streets of fire, test their mettle on battlefields where the fallen are
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Folk Horror Folk horror adventures involve traditions, beliefs, and perceptions that are passed down through generations and take terrifying twists. For those who ascribe to hidden traditions
, sacrifices to strange gods or placations to lurking monsters are everyday events. For outsiders, though, these practices reveal the subjectivity of normalcy, societal truth, and taboos. Folk horror explores
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Limbo to contact a wizened githzerai sage. Planes of existence define the extremes of strange and often dangerous environments. The most bizarre locations present settings undreamed of in the natural
world. Planar adventures offer unprecedented dangers and wonders. Adventurers walk on streets made of solid fire, or test their mettle on a battlefield where the fallen are resurrected with each dawn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cult Adventures The Cult Adventure Hooks table offers suggestions for story opportunities involving the cults. Cult Adventure Hooks d8 Adventure Hook 1 Children throughout town begin reciting
the villagers. They swear their innocence to the characters and beg to be exonerated before their scheduled execution. 5 Magic items begin exhibiting strange side effects, causing minor warping of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forest Crystal Adventures Here are sample adventure hooks to bring characters to the Forest Crystal or to give them missions to pursue there. Lost Legacy A young green dragon who lairs near the
remains of one that is now the Singing Sands (in this chapter). If the cloud giant is successful, the reestablished network of crystals could allow the giant to reshape great portions of the world. To Cure
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge Adventures Here are sample adventure hooks to bring characters to the Star Forge or to give them missions to pursue there. A Star Is Reborn Thieves damaged the Giant runes stabilizing the
giant forge master is close to creating their greatest work, a runic colossus (see chapter 6), but they lack a crucial component. If the characters find the Singing Sands (in this chapter), evade or
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Adventures table offers ideas for strange events that can touch off stories involving the Keepers of the Feather. Keeper Adventures d6 Adventure Hook
1 Keepers invite the characters to a
this rare service only to group members and their allies. Keeper ravens as a means of correspondence is detailed in âLife in the Domains of Dreadâ earlier in this chapter. Keeper Adventures The Keeper
Compendium
- Sources->Dungeons & Dragons->Divine Contention
has vague, prophetic dreams of adventures to come. For instance, the character might view storm clouds swirling over Leilon, a galleon made from bones, or a glowing statue of a dwarf standing in a
canyon. At the end of the rest, the character must make a DC 13 Wisdom saving throw. On a success, the character is bolstered by the strange dreams and gains inspiration. On a failure, the character gains a level of exhaustion.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Planar Adventuring In real-world myths, legends, and literature, venturing onto other planes of existence isnât simply a matter of visiting an unusual environment inhabited by strange creatures; itâs
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
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
speaks of strange, leering devil faces carved in dungeon walls that can devour an explorer in an instant, leaving behind not a single trace of the poor soulâs passing. A bald, stern wizard clad in blue
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
golden hair and pale white skin. She radiates a soft silvery light even through her shawl, white as the froth of waves. She is singing a strange melody in an unrecognizable language. After finishing
13. Child of Zotzilaha A faint, melodious sound comes from ahead. It is difficult to tell whether it is someone singing or the echoing of dripping water in a great cavern.
If the characters burst
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
acting strangely. Read or paraphrase the following: As part of the crowd begins another verse of the Awakening Song, four people wearing the garb of farm folk wander into their midst. Rather than singing
yet, but this is a mark of the soul shakerâs control (see the âSoul Shakerâ section at the end of this adventure). The festival-goers closest to the strange farmers panic and flee. Unless the
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Adventures in Kalakeri Kalakeri is trapped in an unbreakable spiral of suffering and hate. The common folk exert no control over the struggle for the Sapphire Throne and are forced to maintain the
appearance of loyalty toward rival terrors. Every part of Kalakeri holds secrets and dangers, and nowhere is untouched by its rulersâ war for dominance. When planning adventures in Kalakeri, consider
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Veldyskar the Basilisk When the characters are within a dayâs travel of Gravenhollow, they hear someone singing strange tunes in various languages, the voice echoing down adjacent tunnels
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. A simple outbreak might amount to little more than a small drain on party
resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Where to Use Riddles Puzzle-loving antagonists and mischievous monsters are the most common ways to introduce a riddle. Here are some suggestions for how to incorporate riddles into adventures
riddles. A lich might enchant the statues outside her innermost sanctum to ask a magical riddle before opening the way. The strange poem on a tombstone could be a clue to the whereabouts of a buried
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
passionate member of the Live-Action Roleplaying Guild and loves playing out all sorts of fantastical adventures. He always roleplays archers, entirely because heâs recently spent a lot of money on a prop
fact that he is self-taught makes the quality of his work that much more impressive.
Cadoras does have some strange eating habits; he sometimes eats an entire jar of pickled onions in a single sitting
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
existence. At the top of his tower he erected a planar beacon that shone into other worlds, drawing strange creatures like moths to a flame and paralyzing them for his studies. Over the years, the reclusive
investigate didnât return, and the House of Thalivar became a shunned site at the heart of Leilon, drawing adventures from afar to plumb its mysteries for treasure. When the cataclysmic Spellplague wracked
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Emerald Claw Adventure Hooks The Emerald Claw Adventure Hooks table offers some options to kick off adventures featuring the Emerald Claw that take place outside their sanctuaries. Emerald Claw
inhabitants surrender a particular volume from their library. 3 Investigating strange lights and sounds emanating from a crypt in the dead of night reveals the Emerald Claw experimenting on the corpses
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Random Tricks Tricks are quirkier and less deadly than traps. Some are effects left behind by the dungeonâs creators, while others might be manifestations of the strange magical energy suffusing the
, or turns into a monster 85â87 Casts suggestion on the characters 88â90 Wails loudly when touched 91â93 Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming) 94â97 Teleports characters to another place 98â00 Swaps two or more charactersâ minds






