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Returning 35 results for 'been bringing dark core ride'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unexplained phenomenon.
In either case, deathless riders are undeniably real. They are undead knights, once human, who ride undead steeds through the remotest parts of the wilds. They are sometimes
called lich-knights or fell horsemen.
In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are few in number—unless many more lurk in the dark
Oath of Vengeance
Legacy
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Classes
Player’s Handbook (2014)
that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.
TENETS OF VENGEANCE
The tenets of
righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced
Criminal / Spy
Legacy
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Backgrounds
Basic Rules (2014)
.
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
sold the secrets you uncovered to the highest bidder.
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an
Backgrounds
Baldur’s Gate: Descent into Avernus
type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Criminal Origins
Criminals are pervasive in Baldur
Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. MINE TRACKS AND CARTS
The Terminus Level has iron tracks throughout, and iron mine carts ride the rails. Since the tracks are built on slopes, carts are secured with chocks — two sets of two
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. MINE TRACKS AND CARTS
The Terminus Level has iron tracks throughout, and iron mine carts ride the rails. Since the tracks are built on slopes, carts are secured with chocks — two sets of two
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. MINE TRACKS AND CARTS
The Terminus Level has iron tracks throughout, and iron mine carts ride the rails. Since the tracks are built on slopes, carts are secured with chocks — two sets of two
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bushy eyebrows, wears a pointy hat, and holds a large clockwork contraption shaped like a giant eye.
This ride costs 1 ticket punch. The mine is the brainchild of an eccentric dwarf named Zephixo—the
to write down their character’s name alongside the name of a creature the character fears. Collect their notes and refer to them during the ride. Characters who don’t gaze into the All-Seeing Eye can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
ghosts become more common. Resurrection spells are easier to perform, but carry the risk of bringing back unwanted spirits. Fernia: The Sea of Fire. This plane encompasses both the raw elemental force
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Companion Mounts Many companions are large enough to ride, especially by caregivers who are Small, when outfitted with an exotic saddle similar to those worn by aquatic or flying mounts. When a
. If a companion attacks their rider, they have disadvantage on the attack roll. Companion Barding
At the GM’s discretion, characters can purchase barding for a companion, as discussed in the core
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
ghosts become more common. Resurrection spells are easier to perform, but carry the risk of bringing back unwanted spirits. Fernia: The Sea of Fire. This plane encompasses both the raw elemental force
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
ghosts become more common. Resurrection spells are easier to perform, but carry the risk of bringing back unwanted spirits. Fernia: The Sea of Fire. This plane encompasses both the raw elemental force
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bushy eyebrows, wears a pointy hat, and holds a large clockwork contraption shaped like a giant eye.
This ride costs 1 ticket punch. The mine is the brainchild of an eccentric dwarf named Zephixo—the
to write down their character’s name alongside the name of a creature the character fears. Collect their notes and refer to them during the ride. Characters who don’t gaze into the All-Seeing Eye can
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
characters, add one dark tide knight. As enemy approaches, use the following read-aloud text to describe the situation: Strange knights bearing a symbol with three lightning bolts striking ride
anchorites of the Cult of Talos. The forces of the cult include one archer and one dark tide knight (see appendix A) for every two characters, including sidekicks, rounded down. If there is an odd number of
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Companion Mounts Many companions are large enough to ride, especially by caregivers who are Small, when outfitted with an exotic saddle similar to those worn by aquatic or flying mounts. When a
. If a companion attacks their rider, they have disadvantage on the attack roll. Companion Barding
At the GM’s discretion, characters can purchase barding for a companion, as discussed in the core
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bushy eyebrows, wears a pointy hat, and holds a large clockwork contraption shaped like a giant eye.
This ride costs 1 ticket punch. The mine is the brainchild of an eccentric dwarf named Zephixo—the
to write down their character’s name alongside the name of a creature the character fears. Collect their notes and refer to them during the ride. Characters who don’t gaze into the All-Seeing Eye can
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
characters, add one dark tide knight. As enemy approaches, use the following read-aloud text to describe the situation: Strange knights bearing a symbol with three lightning bolts striking ride
anchorites of the Cult of Talos. The forces of the cult include one archer and one dark tide knight (see appendix A) for every two characters, including sidekicks, rounded down. If there is an odd number of
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Companion Mounts Many companions are large enough to ride, especially by caregivers who are Small, when outfitted with an exotic saddle similar to those worn by aquatic or flying mounts. When a
. If a companion attacks their rider, they have disadvantage on the attack roll. Companion Barding
At the GM’s discretion, characters can purchase barding for a companion, as discussed in the core
Orc
Legacy
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races
Volo's Guide to Monsters
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
characters, add one dark tide knight. As enemy approaches, use the following read-aloud text to describe the situation: Strange knights bearing a symbol with three lightning bolts striking ride
anchorites of the Cult of Talos. The forces of the cult include one archer and one dark tide knight (see appendix A) for every two characters, including sidekicks, rounded down. If there is an odd number of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
echoing, broken halls house malign creatures. Evil has taken root at the citadel’s core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd
opportunistic creatures common to lightless dungeons infested the subterranean ruins. At the core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove’s heart the Gulthias
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
echoing, broken halls house malign creatures. Evil has taken root at the citadel’s core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd
opportunistic creatures common to lightless dungeons infested the subterranean ruins. At the core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove’s heart the Gulthias
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
echoing, broken halls house malign creatures. Evil has taken root at the citadel’s core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd
opportunistic creatures common to lightless dungeons infested the subterranean ruins. At the core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove’s heart the Gulthias
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
haze of intoxication 3 A grim officer who expects the Last War to reignite at any moment and intends to be ready 4 A cheerful officer with a dark sense of humor who merrily sends you into grave danger 5
believes that your success or failure lies entirely in divine hands and you’re ultimately just along for the ride
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
haze of intoxication 3 A grim officer who expects the Last War to reignite at any moment and intends to be ready 4 A cheerful officer with a dark sense of humor who merrily sends you into grave danger 5
believes that your success or failure lies entirely in divine hands and you’re ultimately just along for the ride
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
combination of a few drinks and the crowd’s encouragement induces some folk to pay for a brief trip down into Undermountain. Most folk pay in advance for a ride down and immediately back up, though a few
during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim, dark cults, criminal gangs, and other interested parties.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
combination of a few drinks and the crowd’s encouragement induces some folk to pay for a brief trip down into Undermountain. Most folk pay in advance for a ride down and immediately back up, though a few
during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim, dark cults, criminal gangs, and other interested parties.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
combination of a few drinks and the crowd’s encouragement induces some folk to pay for a brief trip down into Undermountain. Most folk pay in advance for a ride down and immediately back up, though a few
during its quiet hours. Even at such times, there are still a few prying eyes in the taproom, lurkers who carry news of the comings and goings from Undermountain to the Zhentarim, dark cults, criminal gangs, and other interested parties.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
haze of intoxication 3 A grim officer who expects the Last War to reignite at any moment and intends to be ready 4 A cheerful officer with a dark sense of humor who merrily sends you into grave danger 5
believes that your success or failure lies entirely in divine hands and you’re ultimately just along for the ride
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Amphail Amphail lies on the Long Road, about three days’ ride north of Waterdeep. The town is named after Amphail the Just, one of Waterdeep’s early warlords, who is said to haunt the surrounding
hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Amphail Amphail lies on the Long Road, about three days’ ride north of Waterdeep. The town is named after Amphail the Just, one of Waterdeep’s early warlords, who is said to haunt the surrounding
hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, and the machinations of the Dark Powers present a wealth of ominous possibilities. All these elements share a shadowy uncertainty and the potential for terror to take on unpredictable forms. The
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, and the machinations of the Dark Powers present a wealth of ominous possibilities. All these elements share a shadowy uncertainty and the potential for terror to take on unpredictable forms. The
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land