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Returning 35 results for 'bards before descent contain resolve'.
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classes
Basic Rules (2014)
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
The greatest strength of bards is their sheer
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hauntings have a deep story, and the smallest details tell it. A simple locket or portrait might contain clues that explain a haunting. Personal ties give ghost stories weight. Consider tying the
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hauntings have a deep story, and the smallest details tell it. A simple locket or portrait might contain clues that explain a haunting. Personal ties give ghost stories weight. Consider tying the
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hauntings have a deep story, and the smallest details tell it. A simple locket or portrait might contain clues that explain a haunting. Personal ties give ghost stories weight. Consider tying the
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spies are after the puzzle box, which is believed to contain a copy of the fiendish contract Thavius signed to seal Elturel’s doom. If the characters wish to help Baldur’s Gate further, they must
box. She can also facilitate the characters’ descent into Avernus and provide them with a map (albeit an unreliable one). Sylvira advises characters to leave the Shield of the Hidden Lord in her
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spies are after the puzzle box, which is believed to contain a copy of the fiendish contract Thavius signed to seal Elturel’s doom. If the characters wish to help Baldur’s Gate further, they must
box. She can also facilitate the characters’ descent into Avernus and provide them with a map (albeit an unreliable one). Sylvira advises characters to leave the Shield of the Hidden Lord in her
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spies are after the puzzle box, which is believed to contain a copy of the fiendish contract Thavius signed to seal Elturel’s doom. If the characters wish to help Baldur’s Gate further, they must
box. She can also facilitate the characters’ descent into Avernus and provide them with a map (albeit an unreliable one). Sylvira advises characters to leave the Shield of the Hidden Lord in her
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Encounters in the Forge
Map 3.5: Bel’s Forge View Player Version The following descriptions correspond to areas marked on map 3.5. F1. Descent to the Forge Read the following boxed text to the
giants despise Bel but are bound by magic to do as he demands. The chains that bind them can’t be broken or unlocked except by Bel. F3. Weapons Rack These racks contain weapons awaiting delivery to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Encounters in the Forge
Map 3.5: Bel’s Forge View Player Version The following descriptions correspond to areas marked on map 3.5. F1. Descent to the Forge Read the following boxed text to the
giants despise Bel but are bound by magic to do as he demands. The chains that bind them can’t be broken or unlocked except by Bel. F3. Weapons Rack These racks contain weapons awaiting delivery to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Encounters in the Forge
Map 3.5: Bel’s Forge View Player Version The following descriptions correspond to areas marked on map 3.5. F1. Descent to the Forge Read the following boxed text to the
giants despise Bel but are bound by magic to do as he demands. The chains that bind them can’t be broken or unlocked except by Bel. F3. Weapons Rack These racks contain weapons awaiting delivery to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder. The descent is 50 feet to the ledge (area 1). GENERAL FEATURES
The following facts about the
assume that the characters have a suitable light source and are able to see their surroundings.
Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder. The descent is 50 feet to the ledge (area 1). GENERAL FEATURES
The following facts about the
assume that the characters have a suitable light source and are able to see their surroundings.
Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder. The descent is 50 feet to the ledge (area 1). GENERAL FEATURES
The following facts about the
assume that the characters have a suitable light source and are able to see their surroundings.
Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; for example, the “Orcs” section contains stat blocks for various kinds of orcs, including tanarukks (demonic orcs). Immediately following this chapter are two appendices that contain additional stat
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; for example, the “Orcs” section contains stat blocks for various kinds of orcs, including tanarukks (demonic orcs). Immediately following this chapter are two appendices that contain additional stat
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
; for example, the “Orcs” section contains stat blocks for various kinds of orcs, including tanarukks (demonic orcs). Immediately following this chapter are two appendices that contain additional stat
chapter, the lore and maps in chapter 1 might inspire you. Similarly, the racial traits in chapter 2 can be applied to the stat blocks in appendix B to create such memorable NPCs as goliath champions, kenku master thieves, and tabaxi bards.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cheap but sufficiently respectful tributes of food and shiny trinkets, though their tendency to “borrow” any random object that catches their eye means a faerie dragon nest might also contain items of
Fey associates. Though Nathair’s magical powers are far greater than those of most faerie dragons (thanks in part to highly developed dragonsight), Nathair still prefers to resolve conflict with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
into the basin and mix with the blood pooling there (see “Regional Effects”). A stone plug covers the drainpipe in the bottom of the basin. 11b. Pantry Fifty gray sacks rest atop stone shelves carved into the walls of this 10-foot-high room. The sacks contain edible fungi and dried moss.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
into the basin and mix with the blood pooling there (see “Regional Effects”). A stone plug covers the drainpipe in the bottom of the basin. 11b. Pantry Fifty gray sacks rest atop stone shelves carved into the walls of this 10-foot-high room. The sacks contain edible fungi and dried moss.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
into the basin and mix with the blood pooling there (see “Regional Effects”). A stone plug covers the drainpipe in the bottom of the basin. 11b. Pantry Fifty gray sacks rest atop stone shelves carved into the walls of this 10-foot-high room. The sacks contain edible fungi and dried moss.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cheap but sufficiently respectful tributes of food and shiny trinkets, though their tendency to “borrow” any random object that catches their eye means a faerie dragon nest might also contain items of
Fey associates. Though Nathair’s magical powers are far greater than those of most faerie dragons (thanks in part to highly developed dragonsight), Nathair still prefers to resolve conflict with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cheap but sufficiently respectful tributes of food and shiny trinkets, though their tendency to “borrow” any random object that catches their eye means a faerie dragon nest might also contain items of
Fey associates. Though Nathair’s magical powers are far greater than those of most faerie dragons (thanks in part to highly developed dragonsight), Nathair still prefers to resolve conflict with
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
. Elturel Prior to the events described in Baldur’s Gate: Descent into Avernus, the holy city of Elturel — the capital of Elturgard — sat upriver on the Chionthar. Whereas Baldur’s Gate is a cutthroat
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
. Elturel Prior to the events described in Baldur’s Gate: Descent into Avernus, the holy city of Elturel — the capital of Elturgard — sat upriver on the Chionthar. Whereas Baldur’s Gate is a cutthroat
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
. Elturel Prior to the events described in Baldur’s Gate: Descent into Avernus, the holy city of Elturel — the capital of Elturgard — sat upriver on the Chionthar. Whereas Baldur’s Gate is a cutthroat
Kobold
Legacy
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races
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
obelisk to the west, north, and east. They contain a dozen goblin beds made of bundled rugs and torn fabric. (The beds have nothing of value.)
A detect magic spell reveals a faint aura of divination
receives the following telepathic message in Common: “I cast my eye into the future and see in yours a perilous descent. South of here, beyond a secret passage, waits the Two-Headed King. Look to his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
obelisk to the west, north, and east. They contain a dozen goblin beds made of bundled rugs and torn fabric. (The beds have nothing of value.)
A detect magic spell reveals a faint aura of divination
receives the following telepathic message in Common: “I cast my eye into the future and see in yours a perilous descent. South of here, beyond a secret passage, waits the Two-Headed King. Look to his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
obelisk to the west, north, and east. They contain a dozen goblin beds made of bundled rugs and torn fabric. (The beds have nothing of value.)
A detect magic spell reveals a faint aura of divination
receives the following telepathic message in Common: “I cast my eye into the future and see in yours a perilous descent. South of here, beyond a secret passage, waits the Two-Headed King. Look to his