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Returning 35 results for 'band bringing decrees certain resolve'.
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Monsters
Bigby Presents: Glory of the Giants
them take on a ghastly appearance and disappear, as well as twist shadow into terrifying bolts of energy that drain the vigor of their victims.
Death Giants
Long ago, a large band of cloud giants
, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost
Monsters
Bigby Presents: Glory of the Giants
conjure an aura of tormented souls for protection.
Death Giants
Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to
every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen
Backgrounds
Sword Coast Adventurer's Guide
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable
their completion, and everyone should be praised for their strengths and comforted in their weaknesses.
Knights of Myth Drannor. Long ago, the Knights of Myth Drannor were a famous adventuring band
races
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, bringing the conflict to the city. 6 Dozens of dead factions unite in Undersigil. They mount an uprising on the surface and attempt to oust several factions. 7 The Lady of Pain locks the Cage without
warning, barring anything and anyone from entering or exiting the City of Doors. 8 The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady’s mind.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, bringing the conflict to the city. 6 Dozens of dead factions unite in Undersigil. They mount an uprising on the surface and attempt to oust several factions. 7 The Lady of Pain locks the Cage without
warning, barring anything and anyone from entering or exiting the City of Doors. 8 The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady’s mind.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, bringing the conflict to the city. 6 Dozens of dead factions unite in Undersigil. They mount an uprising on the surface and attempt to oust several factions. 7 The Lady of Pain locks the Cage without
warning, barring anything and anyone from entering or exiting the City of Doors. 8 The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady’s mind.
classes
Basic Rules (2014)
druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
transports the characters into the Djaynai of the past, bringing them face-to-face with a band of foul invaders. 6 While visiting Janya, the characters encounter a shipwreck laden with treasure—and
stopping twin sahuagin barons and their band from raiding kelp farms between Djaynai and Janya. 3 Night Revelers invite the characters to join their seaside festivities, but they unknowingly disturb a coven
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
transports the characters into the Djaynai of the past, bringing them face-to-face with a band of foul invaders. 6 While visiting Janya, the characters encounter a shipwreck laden with treasure—and
stopping twin sahuagin barons and their band from raiding kelp farms between Djaynai and Janya. 3 Night Revelers invite the characters to join their seaside festivities, but they unknowingly disturb a coven
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
transports the characters into the Djaynai of the past, bringing them face-to-face with a band of foul invaders. 6 While visiting Janya, the characters encounter a shipwreck laden with treasure—and
stopping twin sahuagin barons and their band from raiding kelp farms between Djaynai and Janya. 3 Night Revelers invite the characters to join their seaside festivities, but they unknowingly disturb a coven
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that can be fought. Further, the gods of Theros aren’t omnipotent. Although they are physically and magically powerful, ageless, and all but indestructible, their actions are bound by the decrees of
perfect recall of everything they experience. Certain liminal spaces—cave mouths, shorelines, crossroads, forest edges, and so on—enable mortal voices to reach the gods as well, though most gods have
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that can be fought. Further, the gods of Theros aren’t omnipotent. Although they are physically and magically powerful, ageless, and all but indestructible, their actions are bound by the decrees of
perfect recall of everything they experience. Certain liminal spaces—cave mouths, shorelines, crossroads, forest edges, and so on—enable mortal voices to reach the gods as well, though most gods have
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that can be fought. Further, the gods of Theros aren’t omnipotent. Although they are physically and magically powerful, ageless, and all but indestructible, their actions are bound by the decrees of
perfect recall of everything they experience. Certain liminal spaces—cave mouths, shorelines, crossroads, forest edges, and so on—enable mortal voices to reach the gods as well, though most gods have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
a magical connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
a magical connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
Agent and various house heir backgrounds in chapter 2 suit characters in this campaign, giving them benefits and capabilities related to their house affiliation. Certain other backgrounds can reflect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
a magical connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
call the “Tiamat salute.” In addition, the phrases “All hail Tiamat!” and “They shall rise!” are frequently used pass phrases.
In addition to their signals, cultists often wear a five-colored band or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
call the “Tiamat salute.” In addition, the phrases “All hail Tiamat!” and “They shall rise!” are frequently used pass phrases.
In addition to their signals, cultists often wear a five-colored band or
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
Agent and various house heir backgrounds in chapter 2 suit characters in this campaign, giving them benefits and capabilities related to their house affiliation. Certain other backgrounds can reflect
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
call the “Tiamat salute.” In addition, the phrases “All hail Tiamat!” and “They shall rise!” are frequently used pass phrases.
In addition to their signals, cultists often wear a five-colored band or