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Returning 14 results for 'been before darkened chanting rules'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
waters cascading down into the darkened void below. Half a mile down, the runoff collects in an ancient aquifer, its waters superheated by an adjacent magma flow. Arcane watermills collect water from
5 of the Dungeon Master’s Guide for rules on escaping webs. Characters entering Menzoberranzan by means of Vizeran DeVir’s secret tunnel come to a secret door that pulls open to reveal a narrow ledge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stench of death that permeates the dungeon is strongest here. As the characters approach this 50-foot-high cave, they hear minotaurs chanting and stomping. This area contains the following: Minotaurs
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell. Verbal (V) Most spells require the chanting of mystic words. The words themselves aren’t the source of
, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.
The schools of magic help describe spells; they have no rules of their own
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
spend combat actions doing things that are fundamentally creepy, like chanting to sinister gods or regurgitating their last meal. Use another creature as the opening act for the true threat. A
real-world history, and character creation rules presuppose no standard bar for heroics. Encourage Space A typical D&D session is longer than a typical horror movie, and it can be hard to sustain the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard
spellcasting ability for your Bard spells. Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells. Level 2: Expertise You gain Expertise (see the rules glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
have learned to cast spells through your bardic arts. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell
spellcasting ability for your Bard spells. Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells. Level 2: Expertise You gain Expertise (see the rules glossary) in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Avernus, is the arrival point for visitors, a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and carve out fuming impact craters
. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells prevailed against invading enemies. The archdevil Zariel rules Avernus, having supplanted her
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
layer of Avernus is the arrival point for visitors to the plane. Avernus is a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and
Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus’s favor and is forced to serve as Zariel’s advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
uses the hall as a meditation area. At any time, five Howling Hatred initiates, one hurricane, and one skyweaver can be found here, levitating above the ground and chanting. See chapter 7 for the
in gray feathered robes levitate a few feet above the floor while chanting a hymn. Howling air rises from a pit in the middle of the floor.
One hurricane, one skyweaver, and five Howling Hatred
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
everything from petty disputes in other wards to groundbreaking cases in the High Courts. They adjudicate, review, and study the rules of Sigil, maintaining order according to the law as they interpret
darkened by severe judges and their righteous verdicts. Any of the following three judges might preside over a trial in the Grand Court: Dadras, a planetar with a powdered wig and a fiery temper. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
disappearances, she darkened his doorstep in 1379 DR, the Year of the Lost Keep. Annoyed by this invasion of his privacy and not in his right mind, Duhlark captured Lady Gondafrey, used a spell to
apprentice wizards (see appendix B) stand outside the circle, chanting an incantation. A barlgura is slumped motionless within the circle. The three wizards here are Manshoon’s apprentices — Ered
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Learning of Sarcelle’s vision counts as a secret for the purposes of the Power of Secrets rules found in this book’s introduction. C6: Supply Room Stone shelves in this room contain boxes and bags. A few
Umberto to impart basic history about Vecna and Kas as described in the introduction. Learning about Umberto’s secret research topic counts as a secret for the purposes of the Power of Secrets rules
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rules in this book’s introduction. V8: Garrison All manner of undead creatures—mostly skeletons and zombies—impatiently mill around this area. They look ready for a fight.
The vault’s Undead soldiers
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
room next door (area G21). G21: Gwish’s Room The room contains a large bed, a sturdy trunk, a wooden nightstand, and a darkened fireplace. The windows here aren’t boarded, and the window in the west
. Thieves’ Test. The door leading to area G29 is unlocked and has the following note (handwritten in Common) tacked to it: Here are the rules. Look for keys and keyholes. Watch out for my pets. Follow






