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Returning 35 results for 'strangers striving adventure'.
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strange serving adventure
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Monsters
Acquisitions Incorporated
. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was
once like. As such, Donaar has learned that no amount of bravado and compensation is too much â provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly
Monsters
Fizban's Treasury of Dragons
dragonsâ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
for the information I glean, I donât care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures
Monsters
Fizban's Treasury of Dragons
.
Emerald dragonsâ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach
paid for the information I glean, I donât care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and
Monsters
Tomb of Annihilation
Dragonbait, whom he met in Port Nyanzaru. The two are always on the move. Consequently, their location in the adventure is randomly determined.
Using Artus. Artus has never been to Omu, and he has no
reunited with my wife, Alisanda.â
Flaw. âI am slow to trust strangers â adventurers in particular.â
Cold
Monsters
Fizban's Treasury of Dragons
; preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
information I glean, I donât care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving
Monsters
Fizban's Treasury of Dragons
volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
, I donât care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONEâS SECOND-BEST FRIENDS
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
I caught a big fish.
Now I search for a good friend
To share my lunch with.
â Tortle haiku
What many tortles consider a simple life, others might call a life of adventure. Tortles are
settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles donât
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Roleplaying Lizardfolk This adventure provides the characters with opportunities for extensive interaction with a variety of lizardfolk. The lizardfolk are generally wary of strangers, but are of
occupants of the lair. They are designed to help you with adventure preparation and to enable you to create distinctive lizardfolk NPCs on the spot.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
routes into and out of the Shadowfell Alternatively, the book can be delivered to the characters by a raven. Avoiding contact with strangers, it leaves the book in a place where the characters are
intentions clear, but it hopes the map in the book will lead characters to the chalet, which is described later in the adventure.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Reaver Ambush If the characters learned about this attack from the Dangerous Background adventure hook, they know that a band of raiders intends to ambush a caravan on the trail between Red Larch and
foreknowledge and successfully sneak up on the villains, they can surprise the water cultists. Otherwise, the cultists assume that any strangers are enemies and attack. If all the Crushing Wave members
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
likewise be remarkable or have a desperate reason to have braved the Mists. Learning about such wanderers can drive the characters from a single adventure into a larger campaign that explores other
domains. The following sections present groups and individuals who routinely travel the Mists. The Strangers in the Mists table also suggests the kinds of people characters might encounter amid the Mists
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventure Background The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated
faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Fane of the Eye beneath the Sumber Hills. Each prophet began to gather like-minded followers. Strangers trickled into the Dessarin Valley in ones or twos. Some were already cultists of Elemental Evil
the adventure until the characters locate and clean out the four elemental cults in the Temple of Elemental Evil.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like
. As such, Donaar has learned that no amount of bravado and compensation is too much â provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The recent efforts by dragons to bring Tiamat into the world (as told in the adventure Tyranny of Dragons) and the attempts by small folk to thwart them so upset the giant gods that Annam the All-Father
types fiercely compete against one another, striving to create a new ordning through their deeds and accomplishments. These giantsâ calamitous endeavors have not only put the settlements of humans and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure Start Red Larch is a little town on the Long Road, a few daysâ travel north of Waterdeep and south of Yartar. Itâs a way station for caravans coming to or from the cities of the North, with
, roaming monsters, suspicious strangers, and unseasonable weather.
The five factions know about the overdue delegation and are concerned enough to send agents to investigate. Characters affiliated with
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to move on, strangers. Give us your stuff, and be on your way.â
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters donât. Neither side is
point them toward Tresendar Manor. If the players want to follow other leads in the area, itâs okay to move on to part 3 of the adventure and let the ruffians wait. The next time the characters return
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
dead ones â wait for adventurers intrepid enough to come and claim them. FaerĂ»n is filled with rich history and wondrous tales of adventure and magic, but the lifeblood of its common people is
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
run the encounter and what information it should convey. Timing. They occur at points noted throughout the adventure or when you feel is appropriate to the tension of the story. The spirits of the
ask basic questions or ease the party into engaging. Provide short, mysterious answers. Séance Pacing. None of the spirits immediately blurts out their desires. The characters are strangers in the
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
deposit strangers to Barovia within sight of the fortress, daring the unwary to approach. Ultimately, only the bravest lay siege to the castle or accept the countâs invitations to visit him there. But
. Ultimately, donât hesitate to employ the settingâs most infamous castle even if you donât plan to run a lengthy siege. The adventure Curse of Strahd explores Barovia and Castle Ravenloft in detail
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
people are called the Vistani. They travel in covered wagons from world to world, luring strangers into Strahdâs domain. Barovia is a land of ghosts, werewolves, and other fell creatures. The
canât be truly destroyed. Barovia is his prison, and not even death can free him from his curse. The adventure ends when either Strahd von Zarovich or the characters are defeated. Your goal is to keep Strahd in play for as long as possible, using all the abilities and resources at his disposal.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
reminds them that were it not for his starting them off on this adventure, they wouldnât have the gold in the first place. Jelenn Urmbrusk, a Masked Lord in debt to Manshoon, requests an interest-free
the secret Masked Lord. Temples, charities, guilds, and down-on-their-luck strangers come knocking from time to time. What they ask for isnât much â a few gold here and there â but it all adds up.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stop relying on the kindness of strangers.â
The woman then opens a door into what looks like a kitchen and calls out, âHeat up something for Trovus. Heâs been out âpatrollingâ again.â
The woman
interested in following the suspicious tracks, the Shorard sisters suggest they visit Frozenfar Expeditions and secure a dogsled before setting out on their adventure. If the characters do so, they discover
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
strangers to partake of the villageâs hospitality. Will characters accept a welcome respite, or will they be suspicious of their hosts? Do they ask about Mother? If they discover the horror of the Tithe, do
Tepest Adventures table. Tepest Adventures d10 Adventure
1 Toxic, vision-inducing fungi taint the ruined village of Briggdarrow. Recently, homesteaders outside Viktal discovered the fungus
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
stories might even be captured in song by one of the Proclaimers of the Covenant. Having a story chosen is a great honor and can make alliances and invitations to adventure easier to come by. Names
. Those too young to have an honorific may be addressed without one, though itâs often wise for strangers to use a courtesy honorificâMiss, Mister, Cousinâas a sign of respect. The following are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
seeing cultists of many races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw
or other lizardfolk accompany the strangers or if the characters have any overtly cultish gear or clothing. This doesnât mean characters can wander at will through the camp and the castle. Bullywug
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw or other lizardfolk
accompany the strangers or if the characters have any overtly cultish gear or clothing. This doesnât mean characters can wander at will through the camp and the castle. Bullywug guards still challenge them
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the characters catch up to him, Iarno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure. Roleplaying Iarno A former
settlements for more materials for his workshop. The characters also find a letter signed with the Black Spiderâs symbol. Lord Albrek,
My spies in Neverwinter tell me that strangers are due to arrive in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
self-appointed caretaker is a tall, timid man with wispy white hair and a lazy left eye. Taspar is polite but nervous around strangers. He mimics the sound of a snorting hog to scare away treasure
wereraven (age 30) Vinique brought a ghastly, evil relic (see the âOrcus Figurineâ sidebar later in the adventure) to the chalet. She stashes it in an old, nonfunctional lantern that she keeps with her
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Mystical Islands The Siren Sea is dotted with mysterious islands that are home to strange creatures, mysterious hermits, odd phenomena, and ancient ruins. These islands make fantastic adventure
unique lands touched by the magic of the gods. A mystical island could be the ultimate destination of a nautical adventure, or a magical interlude amid a larger seafaring campaign. When creating a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Mysterious Visitors The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location
to suit your campaign. Duchess Morwen of Daggerford is having guests for dinnerâand you are invited. No strangers to Daggerford, you have come to the townâs defense on more than one occasion, and you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
occur in such a place. Graveyard Temple Adventures d10 Adventure Goal
1 Rob a grave or the templeâs vault.
2 Protect a grave or the templeâs vault from robbery.
3 Destroy a
An archmage works to raise a vengeful army from the remains of her war-ravaged village.
6 A mob of paranoid, inexperienced commoners hunt for Returned but end up tormenting all strangers.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
attraction. Appendix D contains additional roleplaying notes for Thaco. Mister Witch and Mister Light donât like strangers eavesdropping on their private conversations Inside the Wagon A flamboyant elf
. Witch and Light are eager to learn the charactersâ reasons for visiting the carnival; if the characters are motivated by the âLost Thingsâ adventure hook, Witch and Light dimly remember the characters
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Horror Pacing Pacing is the speed and energy with which your story unfolds. This relates to the amount of action in your game and, in a horror adventure, the tension or frequency of suspenseful
regroup and rest, clues to adversariesâ weaknesses, and discoveries of actual treasure. To maintain character agency, avoid having strangers or allies of the group rescue characters from problems they got






