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Returning 35 results for 'been bearing diffusing culture rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
urged her to seek out the Black Sword. Avarice didn’t know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Languages in Eberron In Eberron, languages are tied to culture and geography as opposed to biology. A dwarf raised in Breland might not actually know Dwarvish, while the language of the giants is
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Languages in Eberron In Eberron, languages are tied to culture and geography as opposed to biology. A dwarf raised in Breland might not actually know Dwarvish, while the language of the giants is
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Languages in Eberron In Eberron, languages are tied to culture and geography as opposed to biology. A dwarf raised in Breland might not actually know Dwarvish, while the language of the giants is
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Society of Blood and Poison The principal organization in drow culture and society is the house, an extended clan that comprises many related families, plus a number of lesser families who have
surest sign of Lolth’s approval. No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Society of Blood and Poison The principal organization in drow culture and society is the house, an extended clan that comprises many related families, plus a number of lesser families who have
surest sign of Lolth’s approval. No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Men toward a pyramid scheme. Starting your own Acquisitions Incorporated franchise means stepping into a world of possibility. It opens up countless adventure hooks, rules for building and growing your
own personalized base of operations, and a way to introduce Acquisitions Incorporated’s specific sense of farcical corporate culture, questionable morality, and unfolding narrative to your own game
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Men toward a pyramid scheme. Starting your own Acquisitions Incorporated franchise means stepping into a world of possibility. It opens up countless adventure hooks, rules for building and growing your
own personalized base of operations, and a way to introduce Acquisitions Incorporated’s specific sense of farcical corporate culture, questionable morality, and unfolding narrative to your own game
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Society of Blood and Poison The principal organization in drow culture and society is the house, an extended clan that comprises many related families, plus a number of lesser families who have
surest sign of Lolth’s approval. No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
selfish reasons. Technology and society are based on medieval norms, though the culture isn’t necessarily European. Campaigns often revolve around delving into ancient dungeons in search of treasure or in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Men toward a pyramid scheme. Starting your own Acquisitions Incorporated franchise means stepping into a world of possibility. It opens up countless adventure hooks, rules for building and growing your
own personalized base of operations, and a way to introduce Acquisitions Incorporated’s specific sense of farcical corporate culture, questionable morality, and unfolding narrative to your own game
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
puncture wounds (from poisoned drow shortswords).
Arch Gate to Level 5. Embedded in the southeast wall is a stone arch, its keystone and base stones each bearing an engraving of an old man
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
puncture wounds (from poisoned drow shortswords).
Arch Gate to Level 5. Embedded in the southeast wall is a stone arch, its keystone and base stones each bearing an engraving of an old man
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
puncture wounds (from poisoned drow shortswords).
Arch Gate to Level 5. Embedded in the southeast wall is a stone arch, its keystone and base stones each bearing an engraving of an old man
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
crafting clothes to wear, and the latter will dress in elaborate robes. This phenomenon extends to all displays of culture, from modes of architecture to the decorations that adorn illithid funerary
flayer comes into being. The emergent mind flayer often retains a few dim memories from its previous form, but these vague recollections seldom have any bearing on its new life as a brain-eating monster.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
crafting clothes to wear, and the latter will dress in elaborate robes. This phenomenon extends to all displays of culture, from modes of architecture to the decorations that adorn illithid funerary
flayer comes into being. The emergent mind flayer often retains a few dim memories from its previous form, but these vague recollections seldom have any bearing on its new life as a brain-eating monster.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
crafting clothes to wear, and the latter will dress in elaborate robes. This phenomenon extends to all displays of culture, from modes of architecture to the decorations that adorn illithid funerary
flayer comes into being. The emergent mind flayer often retains a few dim memories from its previous form, but these vague recollections seldom have any bearing on its new life as a brain-eating monster.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
to be around. Commodore Krux If he isn’t sulking, Krux practices his aim with his firearms, and he invites the characters to join him. Five wooden targets line the port bow, each bearing the poorly
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
creature can’t give the companion commands. If a companion rampages while bearing a rider, that rider counts as being within 5 feet of the companion when determining which creature the companion attacks
rules, with the following adjustments:
Barding for Small companions weighs half as much as the equivalent armor for Humanoids. Barding for Medium companions weighs the same as Humanoid armor, while
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
to be around. Commodore Krux If he isn’t sulking, Krux practices his aim with his firearms, and he invites the characters to join him. Five wooden targets line the port bow, each bearing the poorly
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
creature can’t give the companion commands. If a companion rampages while bearing a rider, that rider counts as being within 5 feet of the companion when determining which creature the companion attacks
rules, with the following adjustments:
Barding for Small companions weighs half as much as the equivalent armor for Humanoids. Barding for Medium companions weighs the same as Humanoid armor, while
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
creature can’t give the companion commands. If a companion rampages while bearing a rider, that rider counts as being within 5 feet of the companion when determining which creature the companion attacks
rules, with the following adjustments:
Barding for Small companions weighs half as much as the equivalent armor for Humanoids. Barding for Medium companions weighs the same as Humanoid armor, while
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
to be around. Commodore Krux If he isn’t sulking, Krux practices his aim with his firearms, and he invites the characters to join him. Five wooden targets line the port bow, each bearing the poorly
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curtains of moss and ivy are numerous bookshelves bearing ancient tomes, and built into one of the bookcases is a tall oval mirror in a wooden frame. Flickering candlelight emanates from the eye sockets of
Seelie and Unseelie courts. (Volumes 3 and 8 are missing from Skabatha’s collection and can be found in chapter 4.) Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curtains of moss and ivy are numerous bookshelves bearing ancient tomes, and built into one of the bookcases is a tall oval mirror in a wooden frame. Flickering candlelight emanates from the eye sockets of
Seelie and Unseelie courts. (Volumes 3 and 8 are missing from Skabatha’s collection and can be found in chapter 4.) Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curtains of moss and ivy are numerous bookshelves bearing ancient tomes, and built into one of the bookcases is a tall oval mirror in a wooden frame. Flickering candlelight emanates from the eye sockets of
Seelie and Unseelie courts. (Volumes 3 and 8 are missing from Skabatha’s collection and can be found in chapter 4.) Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
none of the weapon’s properties as they are described in the Player’s Handbook. Wuxia Weapon Names Weapon Other Names (Culture) Battleaxe fu (China); masakari (Japan) Club bian (China); tonfa (Japan
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land is ruled by Pharaoh Ankhtepot, the immortal intermediary between the mortals and the gods. The pharaoh rules from his pyramid, Pharaoh’s Rest, in the City of the Dead. The people worship a
culture and have survived in an extreme environment. Most of the land’s people have dark hair and a variety of warm skin tones favoring golden to deep brown and black shades, and names with Egyptian
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land is ruled by Pharaoh Ankhtepot, the immortal intermediary between the mortals and the gods. The pharaoh rules from his pyramid, Pharaoh’s Rest, in the City of the Dead. The people worship a
culture and have survived in an extreme environment. Most of the land’s people have dark hair and a variety of warm skin tones favoring golden to deep brown and black shades, and names with Egyptian
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land is ruled by Pharaoh Ankhtepot, the immortal intermediary between the mortals and the gods. The pharaoh rules from his pyramid, Pharaoh’s Rest, in the City of the Dead. The people worship a
culture and have survived in an extreme environment. Most of the land’s people have dark hair and a variety of warm skin tones favoring golden to deep brown and black shades, and names with Egyptian
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
none of the weapon’s properties as they are described in the Player’s Handbook. Wuxia Weapon Names Weapon Other Names (Culture) Battleaxe fu (China); masakari (Japan) Club bian (China); tonfa (Japan
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
none of the weapon’s properties as they are described in the Player’s Handbook. Wuxia Weapon Names Weapon Other Names (Culture) Battleaxe fu (China); masakari (Japan) Club bian (China); tonfa (Japan
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
item of great importance to their culture 2 Challenging them to a type of friendly contest, such as dancing, singing, or drinking 3 Recovering something they’ve lost 4 Information on a foe’s secrets
that mimic the monster’s mating dance Oozes d4 Desired Offering 1 A vial of putrid liquids 2 A cloth bearing a noxious odor 3 Bones or metal, which the ooze promptly absorbs 4 A gallon of any






