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Player’s Handbook
Hunt for Treasure as a Classic Adventurer
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Adventure Hooks Adventurers who hang around the Yawning Portal often find work delving into Undermountain on the errands of others. The characters might have their own reasons for venturing into the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Menthis Plateau. Daask also keeps its headquarters in Khyber’s Gate. In the depths of the Cogs, inquisitive work can blend seamlessly into dungeon-delving adventure. While investigating strange
occurrences among the refugees from Cyre in High Walls (in Lower Tavick’s Landing), characters might find clues that draw them down to the Citadel of the Closed Circle in Khyber’s Gate, where a mind flayer
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Background Eons ago, a planar craft of unknown origin crashed within the Barrier Peaks. The scholar Kwalish would later find this craft, converting it into his laboratory and studying its technology
to fuel his own experiments. However, Kwalish was not the first explorer to do so. Earlier expeditions also chanced upon the crash site, and although most parties perished while delving through the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
up residence in isolated towers or strongholds, exhibiting ever more eccentric behavior as time goes on. Some say this is a mark of madness brought on by delving too deeply into arcane lore, but they
never say it too loudly anywhere a wizard might overhear. The greatest wizards of the Realms find means of extending their lives far beyond the span of any race except the elves. Archwizards may be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
campaign isn’t driven by material wealth. Even when you go on expeditions, the University will lay claim to most of the treasures you find. Instead, the rewards of Morgrave adventures are measured in
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
in the service of gods wield mace and spell, defending against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too
above. Five players will find the encounters a little easier than four players will, but the adventure works fine as written for groups of four or five players.
If you have fewer than four players
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving
into ruins and getting maximum benefit from the magic items you find there. Level 3: Fast Hands As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, its roots delving into the dark unknown to draw forth the power of the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the ancient witness who has seen
ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks. Love
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-difficulty fight, perhaps against the adventure’s primary villain or another threat. Vary Threats. Build encounters using different threats. If the characters are delving into a kuo-toa temple and
, random encounters can serve a variety of useful purposes. Create Urgency. Wandering monsters encourage characters to keep moving and to find a safe place to rest. (Sometimes you can create a sense of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Against the Giants d8 Adventure Hook 1 Adventurers find a village completely deserted, with tracks leading to a hill giant steading. Can they rescue the surviving villagers and livestock before the hill
around them. 3 Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play. 4 A group of giants (perhaps members of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, calling them “the Delvers,” and leave the bodies untouched. Secret Door. In the southeastern corner is a secret door that requires a successful DC 15 Wisdom (Perception) check to find by noticing the
kingdom of Phalorm discovered the dwarven delving. The miners chose to bury their dead here. Until the Believers of Red Larch discovered it, the chamber was forgotten again. The dwarves enchanted the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
(described in chapter 4 of the Player’s Handbook) at the start of each day for the next 2d6 days. Running a Business Adventurers can end up owning businesses that have nothing to do with delving into
of the days. It earns a profit of 3d10 × 5 gp. Selling Magic Items Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
adventure, a DM who shares this is information with the players can deepen the characters' understanding of the situation and strengthen their motivation for delving beneath the mountain
wizard at work here, can he be thwarted before his power grows once more? What is his purpose in presenting this bizarre challenge to the world's heroes? There is only one way to find out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rulebooks. Heroic Fantasy Conflicts. Heroic fantasy campaigns often revolve around delving into ancient dungeons in search of treasure or to destroy monsters or villains. Consider conflicts like these
royal courts, and aboard seafaring vessels. Nevertheless, the heroes might end up in classic dungeon situations, such as escaping from a prison cell block or searching storm sewers to find a villain’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
delving into ruins and getting maximum benefit from the magic items you find there. JODIE MUIR Thief Subclass Level 3: Fast Hands As a Bonus Action, you can do one of the following. Sleight of Hand. Make a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the sea, so that Stronmaus could find the chain-tunnels that allowed him to pull the tarrasque down to the bed of the ocean where at last it would drown.
Life in the Dark Stone giants see well in
find hard to comprehend. Humans lack true awareness, and most wouldn’t know an omen if it walked up and kissed them on the lips. A storm giant attunes itself to the world and glimpses the future in all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fail in some high-profile venture, they might just find caricatures of themselves and stories of their exploits in the Mouth’s latest edition. Blade and Stars This comfortable inn was named for its
or the heavens she doesn’t know. She’s willing to pay to find out, though. Blushing Mermaid Infamous up and down the Sword Coast, the Blushing Mermaid is known as the best tavern and inn in Baldur’s
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
fail in some high-profile venture, they might just find caricatures of themselves and stories of their exploits in the Mouth’s latest edition. Blade and Stars This comfortable inn was named for its
or the heavens she doesn’t know. She’s willing to pay to find out, though. Blushing Mermaid Infamous up and down the Sword Coast, the Blushing Mermaid is known as the best tavern and inn in Baldur’s