Legends of Greyhawk Advancement
| Character Level | Number of Adventures to Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 โฆ |
| Character Level | Number of Adventures to Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 โฆ |
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs arenโt anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn.โฆ
General Feat (Prerequisite: Level 4+, Proficiency with Calligrapherโs Supplies, Cartographerโs Tools, or Painterโs Supplies) Your mastery of inscription allows you to duplicate the effects of certain spells with your written magic. You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Inscription Magic. Youโฆ
Characters earn an advancement toward their next level. If they decline the advancement, they do not earn any treasure but remain eligible to earn marks of prestige or other non-treasure rewards.
Iuz (EYE-ooze or eye-OOZE) is a cambion and the son of Iggwilv and Grazโzt (see chapter 6). He is every bit as evil as his father and as bent on conquest as his mother at her very worst. He rules a significant portion of Eastern Oerik (in the Greyhawk setting), and some fear that he aspires to conquer even more territory. See โ Greyhawkโs Premise โ in chapter 5.
The characters travel along the Low Road in the Kron Hills between Hommlet and Nulb. They can talk to each other and learn about the mission they were given by Artunok Swooren, an advisor to the Viscountess of Verbobonc.
You can include an optional colour and hyphened extras if you so desire:
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on aโฆ
Weapon (greatclub), unknown rarity Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaalโshaarat, Goblin for โmighty blade.โ Returning Weapon. The weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll. Proficiency with aโฆ
Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
Your adolescence was marked by unquenchable wanderlust. You left home and began your travels as soon as you were able. Along the way, you encountered the adventurous conjurers of the Horizon Weavers, who taught you some of their teleportation magic to further your explorations. Ability Scores: Dexterity, Constitution, Wisdom Feat: Portal Jumper Skill Proficiencies: Acrobatics and Survival Toolโฆ
Wondrous Item, very rare Hags, oni, doppelgangers, and more all spin webs of intrigue in Droaam, and the richest warlords have found ways to ensure their safety against infiltrators. This 4-inch-diameter, dull-gray glass lens is said to have been ground with a stone fallen from the moon Lharvion. When you speak its command word, the lensโ power activates for 1 minute. If you look at a creatureโฆ
This product includes the tools you need to play Dungeons & Dragons adventures set in the realm of Lorwyn-Shadowmoor. This introduction gives an overview of Lorwyn-Shadowmoor, details key features, and provides guidance on adventuring here. Although this introduction and chapter 1 are suitable for all playersโ eyes, the remainder of this supplement is intended for Dungeon Masters only. Theโฆ
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wandโs last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Gugs are gigantic, subterranean horrors with heads split by toothy, vertical maws. They are stealthy predators that favor humanoid prey. Gugs fear and hate ghouls, perhaps because they compete to dominate the hidden necropolises and charnel depths of the Underdark, or for reasons related to a curse that forces gugs to dwell underground.
A gugโs most horrid feature is their barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth, and an open throat. The eyes on either side of their head-jaw are small but keen. Bony ridges protect their eyes from the frantic flailing of their prey, as they prefers meals of raw and writhing meat over fungi and molds. They grip said prey with powerful arms thatโฆ
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lipโฆ
Across wilderness and settled lands, in forest hamlets and farmsteads, the fear of lycanthropy runs deep. But few folk ever come to realize that the hulking stranger they passed on the trade road at dusk, the forest hermit who appeared from nowhere to warn of unseen danger ahead, or the druidic acolyte protecting a sacred spring do not share their fears. For these folk have already been touchedโฆ
| Character Level | Number of Adventures to Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 โฆ |
Armor (ring mail), rare (requires attunement) While wearing this armor, you have Resistance to bludgeoning damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, youโฆ
Weapon (greatclub), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantageโฆ
General Feat (Prerequisite: Level 4+) You have learned a certain number of the secrets and techniques of the Ashbound druidic order. You gain the following benefits. Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20. Ashbound Proficiency. You gain proficiency in the Intimidation skill. Arcane Enmity. When a creature you can see casts a spell, you haveโฆ
This content is part of the Legends of Greyhawk: Elemental Evil Rising. You can unlock it by purchasing the book in our marketplace.