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Returning 35 results for 'strange spring adventures'.
Other Suggestions:
strange serving adventurers
strange saving adventurers
strange scrying adventurers
strong saving adventures
strange springs adventurers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through
becomes a portal to that plane (see âPlanar Portalsâ in the Dungeon Masterâs Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
Monsters
Fizban's Treasury of Dragons
Sapphire dragonsâ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the
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
Monsters
Fizban's Treasury of Dragons
blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The
)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.
Sapphire Dragon Adventure Hooks
d8;{"diceNotation
Monsters
Fizban's Treasury of Dragons
spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragonsâ psionic nature is evident
tactics do. (Lawful)
6
Companionship. Sure, 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
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragonsâ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
, 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
Species
Mordenkainen Presents: Monsters of the Multiverse
and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
extent becomes clear in later adventures. Strange creatures live in the swampy areas of Strixhavenâs
campus. Sometimes those creatures are dangerous
Sedgemoor Locations The following locations are keyed to map 3.6. All descriptions assume the characters are exploring this area during the day. Area S7 holds the contaminated spring that is the root
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures. Here and gone. Fey puns are a menace!
â Mordenkainen
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->Journeys through the Radiant Citadel
Character Hooks Consider the following ways to involve characters in this adventure: Festive Homecoming. Every spring, the people of Yeonido gather to encourage a bountiful harvest during the
family friend or having helped them obtain supplies for Yeonido in the past. When Ahn-Jun has strange experiences no one else remembers, the magistrate asks that character to come to Yeonido to
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->Strixhaven: A Curriculum of Chaos
strange events to reveal the unseen connections between those events, Professor Totsky realizes whatâs going on. She explains eldritch balm to the characters and says she believes itâs likely that the
on temporaryâand dangerousâmagical properties. Professor Totsky gives the characters a flask of holy water and explains that pouring it into the underwater spring whose waters are used to create
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
a corpse, coin stamped with Azalin Rexâs face, tainted spring water The domain of Darkon has failed. Across the land, ageless monuments and magical wonders crumble before the Shroudâthe Mists turned
shook the entire domain: the Hour of Ascension. The Darklord vanishedâand Darkon changed. Since Azalinâs disappearance, a strange golden star called the Kingâs Tear hangs in the heavens, and each night
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->Strixhaven: A Curriculum of Chaos
water given to them by Professor Totsky into an underwater spring somewhere in area S7. Doing so should prevent future flare-ups of the wild magic that tainted the eldritch balm behind all the strange
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sorcerers canât name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a babyâs birth, or a taste of the water from
a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Occult Ritual 3 Sacred Spring 4 Sparring Sprites Hermitâs Hut After a couple hours of hiking, you happen on a humble hut made from sheets of sturdy bark and blankets of moss. Sweet-smelling smoke
demon worshiper.â (Partially true; Xanthe is referring to Ivlis, the former priest)
Occult Ritual Eventually, you come across an eerie statue in a forest clearing. Strange runes are etched into
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->Player's Handbook (2014)
sorcerers canât name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a babyâs birth, or a taste of the water from
a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into
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->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->Eberron: Rising from the Last War
, most are drawn to it by strange visions and corrupting madness. Like weeds breaking through the foundation of Khorvaire, Cults of the Dragon Below can spring up anywhere, at any time. Unlike other
eyes in a deep vault, while new eyes grow in strange places on their own bodies. 2 A cult of Dyrrn the Corrupter seeks to transcend humanity by bonding with aberrations and symbionts. 3 A cult of






