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Returning 35 results for 'various starting'.
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various standing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
? Each Dark Gift can be expressed in various ways, with the following options exploring various manifestations to spark your imagination. Dark Gifts are intended for starting characters, but characters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
adventure, and describes its major challenges. Once you’ve reviewed this material and are ready to run the adventure, proceed with chapter 1, “A Great Upheaval,” if the characters are starting at 1st level, or chapter 2, “Rumblings,” if they are starting at 5th level.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Starting Quest: Nature Spirits This is the second of two quests designed to kick off the adventure. It prompts the characters to explore the various locales in Ten-Towns, where they can pick up other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventure locales. An area that size is likely to have one to three additional settlements as well as the home base, so give thought to them as well.
3. Craft a Starting Adventure A single dungeon
makes a good first adventure for most campaigns. See chapter 3, “Creating Adventures” for guidance.
A home base provides a common starting location for the characters. This starting point might be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters’ history and background to the campaign, and a chance for you to determine how the various elements of each character’s background tie into the campaign’s story. For example, what secret
enemies? Listen to the players’ ideas, and say yes if you can. Even if you want all the characters to have grown up in the starting town, consider allowing a recent arrival or a transplant if the player’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of
points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
realm of Barovia. If the characters are 1st level, the character background in appendix A is available to them, and consider starting their time in Barovia with the mini-adventure “Death House” in
appendix D provides stat blocks for Strahd and various NPCs and monsters that can be met in Barovia. Appendix E shows the tarokka cards that the Vistani use for their fortune telling, and appendix F contains handouts for you to show the players.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Planes The various planes of existence are realms of myth and mystery. They’re not simply other worlds, but dimensions formed and governed by spiritual and elemental principles. The Outer Planes
life and matter. The worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
class offers various starting proficiencies that you get if it is your first class. If the class isn’t your first, you get only the starting proficiencies listed for that class in the Multiclassing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Armor Training Light, Medium, and Heavy armor and Shields Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor
—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
without fear of being disturbed, but if you do so opt, do not inform the players of this. As characters enter the various areas, read aloud appropriate sections of text, but never give any additional
is in managing to cope, and those players who do so with even moderate success will appreciate your refereeing properly and allowing them to “live or die” on their own. The starting information given
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Factions in Waterdeep Various factions have roots in Waterdeep, and any character with the faction agent background (described in the Sword Coast Adventurer’s Guide) can choose to belong to one of
other backgrounds will have opportunities to join a faction later in the adventure. Any such character must meet a faction’s prerequisites to be eligible to join it, and the character’s starting renown
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shields Starting Equipment Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver
with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
chapter 6 of this book is a good parallel to the classic adventure, The Village of Hommlet, and the various sites in and around Red Larch can easily be relocated to the surrounding Kron Hills to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
starting the adventure in Easthaven or have just arrived, they are present during Dzaan’s fiery execution. They’re too late to save Dzaan, but they might encounter a magical copy of him again in
various towns strive to obtain it. With no end to winter in sight, the cauldron might be the last thing standing between one town’s survival and another’s extinction. Easthaven residents bask in the warmth of an evil wizard being burned at the stake
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Goliath Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the
feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
list of the quests and how they can be pursued. Starting Quests The first two quests occur as the characters are traveling to Leilon for the first time: Attack on the Wayside Inn Quest This quest
characters undertake this quest, see “A Normal Day in Leilon.” Follow-Up Quests After the characters complete both the starting quests, they can take up residence in Leilon and be called upon to complete
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
aboard ship. The half-orc Krell Grohlg still practices his worship of Lolth at a shrine inside the ship and is aided in his defense of the vessel by various kinds of spiders, swarms of vermin, and other
ADVENTURE
Salvage Operation was written to take place in a coastal region of any campaign setting. Aubreck’s history as a once-powerful merchant makes a port city or a large port town the best starting place for the adventure.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Starting the Adventure Once the players are ready to begin, read or paraphrase the following boxed text to them: An orange glow covers the top of Lyrandar Tower as the sun sinks in the sky. Above
, perhaps on an airship (likely paid for by Germaine whose Kundarak account is flush with Boromar gold) or a lightning rail. For characters who are Sharn natives, provide a brief description of various
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(see “Equipment”) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or
various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
provided herein make it easy to link these stories into a wider Saltmarsh campaign. In addition to the adventures themselves, chapter 1, “Saltmarsh,” provides an in-depth look at the town, its various
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Trinkets. When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket. Mage of High Sorcery
colored stones that can fold into various enigmatic shapes 5 A pouch or spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery 6 A lens through which you can see Krynn’s invisible black moon, Nuitari
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Choose one type of Artisan’s Tools or Musical Instrument (see chapter 6) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
leather armor or scale mail thieves’ tools and a dungeoneer’s pack If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your
equipment. Optional Rule: Firearm Proficiency The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Goliath HINCHEL OR Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons
within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you’re
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
skill if you don’t already have it. Bladesong Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It
times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating Religions A list of gods is a good starting point, and it can be sufficient to get a campaign started. But you can add more depth to your campaign world by fleshing out more details of
plane, so Arcadia might be home to twin gods who are patrons of merchants and smiths.
Alternatively, you might decide that your world has only one god (who might be viewed differently by various sects
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
interact with, whether as allies, members, or enemies. As a starting point, decide what role you want an organization to play in the world. What is it all about? What are its goals? Who founded it and why
resilience are largely due to its decentralized, grassroots, secretive nature, and the autonomy of its various members. The Harpers have small cells and lone operatives throughout the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
contempt.
Thessalar The imperturbable artificer Thessalar readily converses with the characters, albeit with a domineering attitude. His starting assumption is that they’ve been sent by Moghadam, and
various models of the planes. Glass piping connects tanks holding strange liquids and materials, all in an ongoing state of transmutation. A miniaturized human lies in apparent stasis in a windowed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Note this number on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5. Choose Starting Equipment Your background and class both provide starting equipment
Devils of the Nine Hells Primordial* Elementals Sylvan The Feywild Thieves’ Cant Various criminal guilds Undercommon The Underdark *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
step 5. Choose Starting Equipment Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from chapter 6. In addition, you
Hells Primordial* Elementals Sylvan The Feywild Thieves’ Cant Various criminal guilds Undercommon The Underdark *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, minotaur bartenders, and vedalken tailors all go about their lives in the shadow of the guilds but divorced from those groups’ intrigue and politics. Starting Contacts Your character starts the game
ranks of the guild. When you join a guild as a starting character, your renown score with that guild is 1. Your renown score increases by 1 when you do something to advance the guild’s interests
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
bright blue as he hurries over to a table set with magical gear and mysterious devices unrecognizable to the characters, reporting that everything is ready to go. Starting the Simulation Mister Blip
, curiosities, and devices of unknown purpose.
Mister Blip wears a smart-looking leather apron with a score of tools of various purpose tucked into tiny leather loops. The only other article of clothing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
who dedicate themselves to a particular philosophy regarding the multiverse are welcomed among factions that embrace those beliefs. The Planar Philosopher Personality Traits table suggests various
the Trinkets table in the Player’s Handbook, for your starting trinket. Planar Philosopher Trinkets d6 Trinket 1 Locket with a picture of my mentor and an inscription I can’t read 2 Bleached






