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Returning 35 results for 'been breaking dark constructed release'.
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Monsters
Planescape: Adventures in the Multiverse
dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
Monsters
Mordenkainen's Fiendish Folio Volume 1
Hells—courted a mighty fey in hopes of luring him into trading away his soul. The attempt failed, but not before a troop of satyrs were corrupted by the dark delights of Phlegethos. The satyrs were
. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed
Backgrounds
Guildmasters’ Guide to Ravnica
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
throw my weight around to make sure I get my way.
8
I enjoy breaking delicate works of art. And fingers, which are sort of the same.
Ideals
d6
Ideal
1
Guild. My
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer
.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch
Backgrounds
Baldur’s Gate: Descent into Avernus
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
the organization due to incompetence or after offending a more powerful member, and now shuffle for scraps to survive.
You are an experienced criminal with a history of breaking the law. You have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Umber Hulk Tunnel This 8-foot-high tunnel was dug by the umber hulk in area 26 and is strewn with debris. The tunnel splits into two branches before breaking into a dark dungeon corridor on this level.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Umber Hulk Tunnel This 8-foot-high tunnel was dug by the umber hulk in area 26 and is strewn with debris. The tunnel splits into two branches before breaking into a dark dungeon corridor on this level.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Umber Hulk Tunnel This 8-foot-high tunnel was dug by the umber hulk in area 26 and is strewn with debris. The tunnel splits into two branches before breaking into a dark dungeon corridor on this level.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Lords of Dust and the War The Lords of Dust took part in the events of the Last War whenever they saw opportunities to further their dark version of the Prophecy. It remains difficult to identify
good, or a battle averted that spared hundreds from death was ultimately the first step in an overlord’s release. (For instance, a soldier who was otherwise fated to die in the battle that was avoided
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Emerald Claw, which seeks to use ancient magic to advance its evil purposes. Lords of Dust. The adventurers might—through accident or deception—release ancient evils into the world. You can replace or
supplement these conflicts with others from Eberron: Rising from the Last War —such as the Dreaming Dark, the Heirs of Dhakaan, or Cults of the Dragon Below—or scenarios of your own devising. The sites
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Lords of Dust and the War The Lords of Dust took part in the events of the Last War whenever they saw opportunities to further their dark version of the Prophecy. It remains difficult to identify
good, or a battle averted that spared hundreds from death was ultimately the first step in an overlord’s release. (For instance, a soldier who was otherwise fated to die in the battle that was avoided
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Emerald Claw, which seeks to use ancient magic to advance its evil purposes. Lords of Dust. The adventurers might—through accident or deception—release ancient evils into the world. You can replace or
supplement these conflicts with others from Eberron: Rising from the Last War —such as the Dreaming Dark, the Heirs of Dhakaan, or Cults of the Dragon Below—or scenarios of your own devising. The sites
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Emerald Claw, which seeks to use ancient magic to advance its evil purposes. Lords of Dust. The adventurers might—through accident or deception—release ancient evils into the world. You can replace or
supplement these conflicts with others from Eberron: Rising from the Last War —such as the Dreaming Dark, the Heirs of Dhakaan, or Cults of the Dragon Below—or scenarios of your own devising. The sites
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Lords of Dust and the War The Lords of Dust took part in the events of the Last War whenever they saw opportunities to further their dark version of the Prophecy. It remains difficult to identify
good, or a battle averted that spared hundreds from death was ultimately the first step in an overlord’s release. (For instance, a soldier who was otherwise fated to die in the battle that was avoided
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
The Way of the Lion Read the following boxed text to describe the characters’ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
The Way of the Lion Read the following boxed text to describe the characters’ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
The Way of the Lion Read the following boxed text to describe the characters’ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
as a lodestone for the astral seeds, is the only way to free a world from their grip. If the star goes dark, the crystal vines release their stored energy back into the host world, shrivel, and die.
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
as a lodestone for the astral seeds, is the only way to free a world from their grip. If the star goes dark, the crystal vines release their stored energy back into the host world, shrivel, and die.
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
as a lodestone for the astral seeds, is the only way to free a world from their grip. If the star goes dark, the crystal vines release their stored energy back into the host world, shrivel, and die.
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
is a potential source of watercraft and navigational aid. But as they seek out these resources, the characters learn of terrible powers loose in the Underdark — worse than the drow, the kuo-toa, or any other threat of this dark realm.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
is a potential source of watercraft and navigational aid. But as they seek out these resources, the characters learn of terrible powers loose in the Underdark — worse than the drow, the kuo-toa, or any other threat of this dark realm.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engineers extended and widened many of the interconnecting passages of the Darklake. They also constructed locks for raising and lowering watercraft to different levels within it, opening up large
is a potential source of watercraft and navigational aid. But as they seek out these resources, the characters learn of terrible powers loose in the Underdark — worse than the drow, the kuo-toa, or any other threat of this dark realm.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
exit appears to be an archway filled with a black void.
Any creature that touches the dark void is whisked away to the demiplane that separates Gromph’s inner and outer sanctums (see the previous
useful, claiming to have been trapped in the circle by the archmage after failing to convince Gromph not to cast his spell (a lie). The demon tries to get the characters to free it by breaking the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
exit appears to be an archway filled with a black void.
Any creature that touches the dark void is whisked away to the demiplane that separates Gromph’s inner and outer sanctums (see the previous
useful, claiming to have been trapped in the circle by the archmage after failing to convince Gromph not to cast his spell (a lie). The demon tries to get the characters to free it by breaking the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
exit appears to be an archway filled with a black void.
Any creature that touches the dark void is whisked away to the demiplane that separates Gromph’s inner and outer sanctums (see the previous
useful, claiming to have been trapped in the circle by the archmage after failing to convince Gromph not to cast his spell (a lie). The demon tries to get the characters to free it by breaking the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing. Though initially concerned with ways to end the unnatural life of the undead, Xanthoria’s research took a dark turn, as chronicled in her journal, titled Xanthoria.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing. Though initially concerned with ways to end the unnatural life of the undead, Xanthoria’s research took a dark turn, as chronicled in her journal, titled Xanthoria.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing. Though initially concerned with ways to end the unnatural life of the undead, Xanthoria’s research took a dark turn, as chronicled in her journal, titled Xanthoria.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
4 A vaguely human-shaped creature made of slime
5 A fey-like shape, either brooding or passionate
6 A body constructed of metal, stone, or machinery
Transformation. You can
(your choice when you gain this Dark Gift). If you have spell slots of 2nd level or higher, you can cast this spell with them. When you cast alter self using this feature, some cosmetic aspect of your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
. Trobriand’s Body The body of a frail man in dark robes lies atop a stone slab near the south wall. The man has long, wavy hair and a thick beard the color of iron, and he wears a metal ring on the