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Dungeons and Dragons - I'm not going to use any of it anyway. | /r/dndmemes

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DnD Sunbright ✓ Add Page Arrival In Greenhaven. Travelling in The Greenhaven 1. Hermit 2. Giants / Mines 3. Fey Circle 4. Treant / Wandering Merchant 5. Harpies / Wild Horse 6. Mysterious Ruins Shredder Encounter Area Descriptors ✓ Thaliost Important NPCs Ideas/ Plot Thread The Sergeants Office Investigation - Missing Persons Investigation - P.l. Room The Church of Hearth Mind Flayer Colony Private Investigator Combat Encounter - Set Up Combat Encounter - Stats ✓ Plot Quick Notes + Combat Arrival in Fairhaven - City of Lights Undead Merfolk A dinner to remember > The City of Wildmason Underwater kingdom JE The World of Brightsun Travelling in The Greenhaven 09 June 2023 13:51 Travel Encounters Encounter Roc DC Order 1 2 3 4 5 It will take 7 days for the players to reach the closest settlement of Greenhollow. While in Mossreach, the characters are under constant threat from Shredder, a Roc that has taken up residence in the area. Shredder patrols the skies, searching for travellers to eat. At the beginning of each day, make the party roll a D20. On a 20, Shredder finds the players and attacks the party. Each day the DC is reduced by 2, so the DC on the 7th day will be 8. 20 18 16 14 Player Charcters. Chapter 2 - Journey to Wildmason 12 Day 1: Mossy Mountains The rocky terrain is carpeted with a thick layer of soft, vibrant moss. It cushions your every step and adds a springy resilience underfoot. Occasionally, the sound of shifting stones echoes in the valley, but the landscape is otherwise enveloped birdsong, broken only by your footsteps and the sporadic call of a distant bird of prey. Day 2: Steppes and Waterfalls The mountains gradually give way to a sprawling steppe, punctuated by the thunderous sound of cascading water. Numerous waterfalls tumble down from the heights, filling the air with a cool, refreshing mist. Cave entrances dot the mountainsides, promising shelter but also possible danger. Day 3: Forest of Whispering Pines Your journey leads you to a dense forest, where towering pine trees stretch towards the sky. The forest floor is a soft carpet of pine needles, and the air carries the soothing, fragrant scent of pine resin. Here, the trees seem to whisper secrets to each other, their branches swaying gently in the breeze, creating a soft, rustling symphony that fills the air with an ambience of peace and tranquility. Day 4: Lakeside Tranquility uron Single the way Locked On the fourth day, the trees gradually thin out, revealing a pristine lake. Its surface is glass-like, reflecting the azure sky and the greenery that surrounds it. The occasional ripple disrupts the surface as fish dart about. At the water's edge, you can spot the occasional deer or rabbit coming to drink, while birdsong fills the air. As you camp here for the night, the gentle lapping of the lake lulls you into a peaceful rest. Day 5: Verdant Valleys A Itoche Leaving the lake behind, you travel through verdant valleys teeming with life. It's a colorful expanse of wildflowers, green meadows, and rolling hills, where herds of deer roam and rabbits scamper about. Slightly rusted DC 10 sheghts I hand As you begin to open the door to rusted hinges begin to create quiet Chapter 2.5 - The Depths. Skeletal bodies line I the the loud Skeletons AC: 13 HP: 13 Speed: 30 floor room door, D12 Athletics Ideas for Future Chapters. alerting The door jues off its hinges Loud causing crash. * within attack Vuln: Bludg STR | DEX | CON +2 I WHAT MY D&D PREP USE TO LOOK LIKE 1 ? the which Skeleton + LINT | WD / CHA -2 - 3 Immune: Poison Completed Content- Escaping Hell Combat N/A Pack of Dire Wolves (CR 1): The party stumbles upon a pack of 5-6 dire wolves that are hungry and aggressive Hill Giants (CR 5): A pair of hill giants are having a boulder-throwing contest, and the party is caught in the crossfire. Treant (CR 9): A wandering treant mistakes the party for threats to the local flora. Harpies (CR 1): A group of 5 harpies is drawn to the party by the sounds of their journey and attempt to lure away individuals with their enchanting songs. Q Search Notebooks. Social A lone hermit lives in the mountain ranges and may provide guidance or cryptic advice for the party. This could lead to a side quest or hint at future challenges. Abandoned Mine: The party discovers an old, abandoned mine. It could have valuable resources, old mining equipment, or a vein of precious ore. There could also be dangers lurking within. Fey Circle: The party comes across a circle of dancing pixies and sprites. If approached with respect, they could bestow a minor blessing or helpful information. If treated poorly, they may play tricks or set curses upon the party. Wandering Merchant: A traveling merchant is making his way through the mountain pass. He has a variety of items for sale, some of which might be of particular interest to the party. Wild Horse: A beautiful wild horse is spotted in the grassland. It could be a unique mount for one of the party members, but it would need to be calmed and tamed first. WHAT MY D&D PREP LOOKS LIKE AFTER YEARS OF PLAYER DUMBF*CKERY

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