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Returning 28 results for 'because being defining create revolt'.
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Gray Dwarf (Duergar)
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Sword Coast Adventurer's Guide
of Moradin and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and
obliterated by Moradin’s betrayal. The duergar lead bleak, grim lives devoid of happiness or satisfaction, but they see that as their defining strength — the root of duergar pride, as it were — rather than a drawback to be corrected.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
test, the test-taking character might create mental manifestations of their allies, which other players can control during the test. If you allow other characters to participate alongside a test-taking
character, keep the focus of the encounters on the magic-using character. This should remain a character-defining moment for the spellcaster.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
local sailors and fishers for your heroics, though the newcomers to the region (primarily members of the town guard and the dwarves working the mine) know little about you. Create an event that
prompted your rise to heroic status or use the table below to tie your background to events in Saltmarsh. Use this table in place of the Defining Event table in the Player’s Handbook. Saltmarsh Defining
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
test, the test-taking character might create mental manifestations of their allies, which other players can control during the test. If you allow other characters to participate alongside a test-taking
character, keep the focus of the encounters on the magic-using character. This should remain a character-defining moment for the spellcaster.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
test, the test-taking character might create mental manifestations of their allies, which other players can control during the test. If you allow other characters to participate alongside a test-taking
character, keep the focus of the encounters on the magic-using character. This should remain a character-defining moment for the spellcaster.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
local sailors and fishers for your heroics, though the newcomers to the region (primarily members of the town guard and the dwarves working the mine) know little about you. Create an event that
prompted your rise to heroic status or use the table below to tie your background to events in Saltmarsh. Use this table in place of the Defining Event table in the Player’s Handbook. Saltmarsh Defining
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
local sailors and fishers for your heroics, though the newcomers to the region (primarily members of the town guard and the dwarves working the mine) know little about you. Create an event that
prompted your rise to heroic status or use the table below to tie your background to events in Saltmarsh. Use this table in place of the Defining Event table in the Player’s Handbook. Saltmarsh Defining
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrosities, and grim settings into a tailor-made whole, bound together by mysterious mists and buried alive inside your favorite horror genres. This chapter explores how to create such domains, a
process that starts by defining a Darklord—the villain at the heart of each sinister realm. Descriptions of various genres of horror also provide details to guide and inspire your creations. The rivalry between Darklords Strahd von Zarovich and
Azalin Rex spills through endless ages and countless domains
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrosities, and grim settings into a tailor-made whole, bound together by mysterious mists and buried alive inside your favorite horror genres. This chapter explores how to create such domains, a
process that starts by defining a Darklord—the villain at the heart of each sinister realm. Descriptions of various genres of horror also provide details to guide and inspire your creations. The rivalry between Darklords Strahd von Zarovich and
Azalin Rex spills through endless ages and countless domains
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrosities, and grim settings into a tailor-made whole, bound together by mysterious mists and buried alive inside your favorite horror genres. This chapter explores how to create such domains, a
process that starts by defining a Darklord—the villain at the heart of each sinister realm. Descriptions of various genres of horror also provide details to guide and inspire your creations. The rivalry between Darklords Strahd von Zarovich and
Azalin Rex spills through endless ages and countless domains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, towns, and villages, which are often no less dangerous than dungeons or the wilds. The “Settlements” section in chapter 3 can help you create a settlement where an adventure can take place. Writing for
incite the grimlocks to revolt against the mind flayers. Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals. Then use those elements to decide how those leaders respond to adventurers.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, towns, and villages, which are often no less dangerous than dungeons or the wilds. The “Settlements” section in chapter 3 can help you create a settlement where an adventure can take place. Writing for
incite the grimlocks to revolt against the mind flayers. Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals. Then use those elements to decide how those leaders respond to adventurers.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each
than with moral or ethical perspectives. Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, towns, and villages, which are often no less dangerous than dungeons or the wilds. The “Settlements” section in chapter 3 can help you create a settlement where an adventure can take place. Writing for
incite the grimlocks to revolt against the mind flayers. Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals. Then use those elements to decide how those leaders respond to adventurers.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each
than with moral or ethical perspectives. Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each
than with moral or ethical perspectives. Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
greater importance than combat. Make sure your players know ahead of time that you want to run this kind of campaign. Otherwise, a player might create a combat-focused character, only to feel out of place
. Poorly armed and disorganized subjects of a tyrant revolt. Invaders. A militaristic nation invades its benevolent neighbors. Pawns in a Game. A war rages on for decades, its original cause all but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
greater importance than combat. Make sure your players know ahead of time that you want to run this kind of campaign. Otherwise, a player might create a combat-focused character, only to feel out of place
. Poorly armed and disorganized subjects of a tyrant revolt. Invaders. A militaristic nation invades its benevolent neighbors. Pawns in a Game. A war rages on for decades, its original cause all but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
greater importance than combat. Make sure your players know ahead of time that you want to run this kind of campaign. Otherwise, a player might create a combat-focused character, only to feel out of place
. Poorly armed and disorganized subjects of a tyrant revolt. Invaders. A militaristic nation invades its benevolent neighbors. Pawns in a Game. A war rages on for decades, its original cause all but
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
are taken to the cells in area M6, where you can create escape scenarios for them of your own devising. Death of the Grand Master. If the Grand Master is slain, the bone devil is revealed to be an
Master. If the Grand Master’s true nature is discovered, the quasit immediately surrenders and any remaining monks quickly and chaotically revolt. They’ll begin looting, abandon work in the engine
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has
more to do with the particular background than with moral or ethical perspectives.
Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
are taken to the cells in area M6, where you can create escape scenarios for them of your own devising. Death of the Grand Master. If the Grand Master is slain, the bone devil is revealed to be an
Master. If the Grand Master’s true nature is discovered, the quasit immediately surrenders and any remaining monks quickly and chaotically revolt. They’ll begin looting, abandon work in the engine
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has
more to do with the particular background than with moral or ethical perspectives.
Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has
more to do with the particular background than with moral or ethical perspectives.
Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
are taken to the cells in area M6, where you can create escape scenarios for them of your own devising. Death of the Grand Master. If the Grand Master is slain, the bone devil is revealed to be an
Master. If the Grand Master’s true nature is discovered, the quasit immediately surrenders and any remaining monks quickly and chaotically revolt. They’ll begin looting, abandon work in the engine
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
strewn with rubble from damage to the wall and the ceiling above.
The frescoes here memorialize the githyanki warriors who fought alongside the gardens’ founders in their ill-fated revolt against
“Limbo” section of the Dungeon Master’s Guide. Characters can use these techniques to create a safe pathway to the room’s exit. Despite appearing to be a bottomless abyss, the room has a floor
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
strewn with rubble from damage to the wall and the ceiling above.
The frescoes here memorialize the githyanki warriors who fought alongside the gardens’ founders in their ill-fated revolt against
“Limbo” section of the Dungeon Master’s Guide. Characters can use these techniques to create a safe pathway to the room’s exit. Despite appearing to be a bottomless abyss, the room has a floor
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
strewn with rubble from damage to the wall and the ceiling above.
The frescoes here memorialize the githyanki warriors who fought alongside the gardens’ founders in their ill-fated revolt against
“Limbo” section of the Dungeon Master’s Guide. Characters can use these techniques to create a safe pathway to the room’s exit. Despite appearing to be a bottomless abyss, the room has a floor






