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Returning 35 results for 'survive same adventure'.
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Monsters
Tomb of Annihilation
Chult, where he also met his wife, Alisanda. The ring halts its wearer’s natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to
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
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
If you’re considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a
in the other humanoids and makes them less helpful in battle.
Utility and Survival
The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The
Species
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s
Species
Mordenkainen Presents: Monsters of the Multiverse
renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
I caught a big fish.
Now I search for a good friend
To share my lunch with.
— Tortle haiku
What many tortles consider a simple life, others might call a life of adventure. Tortles are
what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.
A young tortle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Denouement In most stories, there’s a period after the climax, in which loose plot threads are tied up and everything is explained. An adventure might also include this kind of denouement: time to
discover what treasure is in the dragon’s hoard, an award ceremony where the queen gives medals to the victorious heroes, or even a time to mourn adventuring companions who didn’t survive the battle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Escape! The characters’ goal in this chapter of the adventure is straightforward: escape from the drow outpost of Velkynvelve, with an eye toward escaping from the Underdark. However, this goal is
complicated by the adventurers’ lack of familiarity with their surroundings. Even if the prisoners can get away from the drow, where will they go and how will they survive?
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
only the strongest survive. One of the hallmarks of the Dark Sun setting is that the heroes don’t need to seek out forgotten dungeons to find adventure — mere survival is adventure enough. But there is no reason you can’t successfully adapt Princes of the Apocalypse to your Dark Sun campaign.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what’s left of the Xaryxian Empire to take refuge in the Astral Sea, where the astral elves still have numerous ships and strongholds. Xeleth and Xedalli had one clone apiece, making it likely that at least one sibling will survive the adventure with a hunger for revenge.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setting Both time and place must be considered when converting this adventure for use in a Dragonlance campaign. Each era of Krynn’s history provides its own challenges. Does the adventure take place
the Lance. In this scenario, the Sumber Hills are replaced by the hills and mountains between Solace and Haven. Instead of Red Larch, the starting town of the adventure is Gateway, some distance south
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Morak’s Quest Characters who survive the perils of the Dripping Caves and return to Nightstone should advance to 4th level. Once he is safely back in the village, Morak Ur’gray takes stock of the
can give the quest in his place. Choose whichever quest you like. Your choice will determine whether the characters visit Bryn Shander, Goldenfields, or Triboar in the next leg of the adventure (see
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
her presence there can provide a connection for the characters when they visit the dwarven settlement in chapter 8. If Eldeth didn’t survive, she might have charged the characters with returning her
body or effects to Gauntlgrym. Ront might wish to rejoin his tribe or seek a new home elsewhere, based on how the events in the earlier chapters of the adventure have influenced him. Depending on how he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns table) or a quest. The adventure locations that follow are balanced for characters of at least 4th level. Lower-level characters can survive the encounters in these locations if they’re cautious and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Beginning the Adventure When you’re ready to begin the adventure, read or paraphrase the following: A long voyage has brought you to Nightwater Cove. The town of Promise rises from the shore, its
agriculture. Sadly, its farmlands have become depleted in recent years. The struggle to survive grows ever more dire, and this year’s harvest is expected to be the poorest in recent memory. Locals
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
sea, or are sent smashing and grinding against each other by bitterly cold winds, the sea spray transformed into fantastic frozen shapes around them. Only creatures adapted to severe cold can survive
terrorizes. In this section of the adventure, the heroes’ battle against the cult leads them to one of Arauthator’s iceberg lairs.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
in Ten-Towns table) or a quest. The adventure locations that follow are balanced for characters of at least 4th level. Lower-level characters can survive the encounters in these locations if they’re
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sea, or are sent smashing and grinding against each other by bitterly cold winds, the sea spray transformed into fantastic frozen shapes around them. Only creatures adapted to severe cold can survive
terrorizes. In this section of the adventure, the heroes’ battle against the cult leads them to one of Arauthator’s iceberg lairs.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Adventure Summary The adventure begins one evening in Upper Central Plateau, where the characters meet Sergeant Germaine Vilroy, who hires them to meet with a warforged named Coal, hear her out, and
. After talking to Coal and learning her employer was Alden d’Orien, the characters are confronted by Daask forces sent to kill Coal. If they survive the fight, the characters can meet with Alden in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
if all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This section covers the basics of the adventuring life, from the mechanics of movement to the
what they want to do. The DM narrates the results of their actions. Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the
what they want to do. The DM narrates the results of their actions. Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
life-draining touch of a wraith, so only creatures that have Immunity to Necrotic damage can survive there for long. In some locations on the Negative Plane, the intensity of the plane is so great
similar magical effects. Anything that comes into contact with a voidstone is destroyed in seconds. Negative Plane Adventures An adventure on the Negative Plane is a face-to-face confrontation with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Adventure Summary Salvage Operation starts as an investigation adventure, in which the characters board Emperor of the Waves and explore its upper decks. As they venture into the ship’s lower decks
, this scenario becomes more of a dungeon crawl in cramped, dangerous spaces, with vermin attacking in close quarters. Characters who survive those threats and push on find the lowest holds flooded with
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
still young, or is your time as an urchin a thing of the past? 1d4 Urchin
1 You grew up on the streets of Lower Dura. You had to find or steal the things you needed to survive. You don’t
you. Sharn itself is an adventure, and you’re dealing with the horrors of your past by exploring your new home.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Adventure Background The ruined town of Leilon was once a fortified settlement on the High Road midway between the cities of Neverwinter and Waterdeep. The Lord Protector of Neverwinter, Dagult
both groups pose to the region. They need the help of adventurers if they want their rebuilt settlement to survive the danger.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, however, the vengeful drow pursuing the adventurers catch up to them, intent on dragging them back to their domain of perpetual darkness. If they survive this final confrontation, the characters reach the
. Though the characters don’t yet know it, their exploits in the Underdark will bring them to the attention of the dwarves of Gauntlgrym, setting the stage for chapter 8 and a new call to adventure. By the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Special NPCs In this chapter, each player runs not only a player character but also an NPC who has ties to the settlement that the characters are defending. Once you’ve determined where the adventure
to your character, each of you has received a special nonplayer character with ties to the location where the adventure begins. Take a moment to review your NPC’s personality traits and statistics
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provide information to players in the form of a self-contained adventure. Even if it doesn’t make sense for a campaign’s characters to be present for an event, survivors can provide players with
details on such adventures). Whether the characters survive or meet spectacular ends doesn’t matter, as death might mean a return to the character’s original body, a second chance to try again, or a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elf Adventurers Most surface elves embark on a period of adventuring during their early adulthood. An adventure to an elf, however, isn’t always the same as what humans mean when they think of
adventure. Humans tend to equate adventurers with people who battle monsters, explore dangerous ruins, delve into deep caverns, and generally stir up trouble, usually in pursuit of gold and glory. Elves
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Adventure Begins The characters begin the adventure in the slave pens of Velkynvelve. Stripped of everything but their underclothing, they are at the mercy of the dark elves and in the company of
side of his face and neck. Mistress Ilvara likes to impress her will with scourge in hand and remind you that your life now belongs to her. “Accept your fate, learn to obey, and you may survive.” Her
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Optional Encounter If the characters are struggling or you worry about their ability to defeat the dracolich at the end of the adventure, this encounter adds a “here comes the cavalry” possibility to
, sensing your presence.
The tiny creatures are desert-dwelling chwingas (see their stat block at the end of the adventure) that live in tiny caves built up on the shell of a giant dragon tortoise. If
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders. A great variety of independent nations and notable
Larloch, are all independent realms, as are the High Moor, the Trollclaws, and the High Forest. There is much danger and adventure to be had in the free places of the North, and a great deal of wealth and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hiatea’s Hearth Adventures Here are sample adventure hooks to bring characters to Hiatea’s Hearth or to give them missions to pursue there. Dying Embers An efreeti who claimed the throne has fought
, including a suit of plate armor of resistance (fire), to anyone who helps her survive the impending assault of creatures from the Storm Giant Encounters table in chapter 3. Ghosts of the Past
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
, however, the settlers of Leilon just might survive. This adventure begins at a modest roadside inn, where the characters can make some friends and get the first taste of the larger battle in which they
Adventure Background As the settlers of Leilon bend their backs to the arduous task of creating a defensible settlement in the dangerous wilds of the Sword Coast, even larger threats loom all around






