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Returning 35 results for 'before bards decide cave run'.
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Monsters
Storm King's Thunder
he hates orcs and giants—hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!
Ideal: “It is incumbent upon every dwarf to forge a
legacy.”
Bond: “I stand for Clan Foehammer and all dwarvenkind.”
Flaw: “I never run from a fight, especially if it involves killing orcs or giants.”Poison
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their
Classes
Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock
have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Halflings of the Five Nations Halflings can be found in every city in Khorvaire. Quick and charming, halflings are often found as merchants, politicians, barristers, and bards. Of course, these same
influence can be felt across the nation and even in the distant city of Stormreach. If you decide to play a halfling rogue—or any character with a criminal or charlatan background—you should decide if you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
prove equally useful for burglars, grifters, and other criminals. Of particular note is the halfling-run criminal enterprise of the Boromar Clan, the most powerful crime syndicate in Breland. The
Backgrounds
Guildmasters’ Guide to Ravnica
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
me with conflicted feelings.
5
I helped a minor Gruul chieftain acquire an Izzet weapon.
6
Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.
7
Kobold
Legacy
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Redbrand Ruffians Appear You can decide when the characters run into the Redbrands, the criminal gang that runs Phandalin. After the characters have visited several locations in town and talked to
the townsfolk, they might decide to confront the Redbrands. When they do, run the “Redbrand Ruffians” encounter. Alternatively, if the characters are reluctant to seek out the ruffians, the Redbrands can come looking for them at a time of your choosing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Cave Bear Den These caves smell like an animal den — not surprising, given that Qurrok keeps his cave bears here. 14a. Adult Cave Bears Two adult cave bears (use the polar bear statistics) rest
here. These mates attack anyone they don’t recognize, defending their young in area 14b. Gnawed bones cover the den’s floor. 14b. Young Cave Bears Two cave bear cubs (use the black bear statistics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Depleted Mine This area was once a mithral mine, but picks and hammers no longer ring out here. 3a. Large Chamber Iron tracks run through this 20-foot-high cave. A few abandoned mining tools lie
scattered on the floor. 3b. Discarded Mining Gear The floor of this 10-foot-high cave is strewn with rusty mining gear, including helmets, picks, shovels, and an iron sled for dragging ore.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
with a number of NPCs in town, the characters decide to confront the Redbrands at the Sleeping Giant tap house. The characters decide to investigate Tresendar Manor. Skip the encounter and go straight to
“Redbrand Hideout.” If the characters show no interest in the Redbrands, a gang of the ruffians seeks them out and picks a fight in the street. Run this encounter as the characters are leaving one of the locations in the town.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
10. Staging Area This cave is fortified with barricades and defended by eight deep gnomes and four cave badgers (see “Random Encounters in Blingdenstone”). There are no earth elementals reinforcing
gnome refers to as Rockblight. If they decide to explore Rockblight, Sark asks them to find out whatever they can about the medusa and kill her if they are able. He offers a payment of 50 gp per
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
How to Use These Rules These rules are organized in three parts. The first part helps you decide what kind of campaign you’d like to run. The second part helps you create the adventures — the stories
Backgrounds
Guildmasters’ Guide to Ravnica
fungus field.
5
I can’t fathom what could have made my childhood friend run off and join the Gruul.
6
I love comparing notes with my friend in the Izzet, though our fields of research are
make a nice sideshow act.
9
I left the Selesnya — and a lover — behind when I joined the Simic.
10
Roll an additional Simic contact; you can decide if the contact is an ally or a rival.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Battalion. This elite unit fought at the forefront of the Last War, and Brelish bards still sing of the exploits of Khandan the Hammer and Meira the Huntress. At the end of the war, the battalion was split
missions across Khorvaire to provide you with combat experience as well as to further Redcloak goals. Alternatively, your DM might decide to start the campaign with your characters at a higher level and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Play Style By building a new world (or adopting an existing one) and creating the key events that launch your campaign, you determined what your campaign is about. Next, you have to decide how you
want to run your campaign. What’s the right way to run a campaign? That depends on your play style and the motivations of your players. Consider your players’ tastes, your strengths as a DM, table
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
Missing Players How should you deal with the characters of missing players? Consider these options: Have another player run the missing player’s character. The player running the extra character
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Using Enclaves Each of the locations in this chapter is a blank slate; you can decide who lives there, what they want, and how they interact with visitors. Each location includes a selection of
your imagination run wild. Mix and match different encounter tables to see what can arise. Consider how randomly determining the attitude of the creatures generated can shift the tone of a story. If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
tools to help keep the action moving. At any time, you can decide that a player’s action is automatically successful. You can also grant the player advantage on any ability check, reducing the chance of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Choose Your Villain When you run this adventure, you choose its main villain at the outset. Your choice determines the season of the year in which the story takes place, as well as the antagonists in
’ ultimate goal is to keep the treasure out of their clutches. You can swap out one villain for another at any time. For example, if you decide halfway through the adventure that because of how the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Being the Dungeon Master If you want to be the mastermind of the game, consider being the DM. Here’s what DMs do: Run the Adventure. You run the adventures within. Guide the Story. You narrate much
of the action during play, describing locations and creatures that the adventurers face with read-aloud text. The players decide what their characters do as they navigate hazards and choose what to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Hammer, and Dick Tracy in a fantastical environment. If you decide to run this kind of campaign, it’s a good idea to discuss with your players how serious you intend the game to be. There’s a fine
murders, or dispel the magic keeping a noble scion in comatose slumber. Run a Sharn inquisitives campaign if you want to emulate the film noir adventures of detectives like Philip Marlowe, Sam Spade, Mike
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Scandal and Rebuilding If you run the “Tomb of Moving Stones” adventure in chapter 6, the exposure of the Believers leads to some big changes. Even if the Believers can avoid a murder investigation
, but he’s too busy as constable. After a month, Jalessa Ornra becomes Red Larch’s mayor. She’s liked and known for common sense, so the townsfolk rally around her. The townsfolk pitch in to cover the sinkhole and shore up walls and ceilings against future cave-ins.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Talk with Your DM Start by talking with your Dungeon Master about the type of D&D game they plan to run. If the DM draws inspiration from Greek myth, for example, you might choose a different
expectations, including topics to avoid as well as those to embrace. A session zero provides a great opportunity to talk to the other players and the DM and decide whether your characters know one another, how they met, and what sorts of quests the group might undertake together.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Talk with Your DM Start by talking with your Dungeon Master about the type of D&D game they plan to run. If the DM draws inspiration from Greek myth, for example, you might choose a different
opportunity to talk to the other players and the DM and decide whether your characters know one another, how they met, and what sorts of quests the group might undertake together.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Elakdras’s remains, but they’ve had a falling-out in Challidax’s lair, splitting their followers into rival factions. Into the Ice Caves. The adventurers enter the frosty cave complex where the
dragon lairs. There they run afoul of the feuding frost giants and other denizens as they try to retrieve the magical ritual.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1a. Pool Bypass A relatively small cave branches off the main tunnel. If the characters are shadowing Droki, read the following boxed text aloud to the players. Droki stands before a tall yet narrow
, you see him shrink down to a doll’s size, then run into the crack.
The far side of the small cavern has a narrow crack in the wall surrounded by patches of pygmywort and bigwig mushrooms (1d10 + 10 of each). The crack forms the entrance of a narrow, naturally-formed tunnel.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, a few class options suggest the existence of magic-using organizations in the world — bardic colleges and druid circles — which are up to you to flesh out. You could decide that no formal structures
like these exist in your world. Wizards (and bards and druids) might be so rare that a player character learns from a single mentor and never meets another character of the same class, in which case
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
might be unaware they’ve left one plane of existence and entered another. For example, if one stumbles upon a fey crossing in a cave, a similar cave might lie on the other side of that fey crossing, as
if the caves were near-perfect reflections of each other. Fey Crossings d8 Fey Crossing 1 Altar. This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature that enters its cave. It lacks the intelligence to distinguish one kind of prey from another and feeds indiscriminately. Tunnel to Expanded Dungeon. If you decide to expand the dungeon southward
unleash the savage creature on their githyanki enemies in Seadeeps and the Crystal Labyrinth. 8a. Neothelid’s Cave Magic walls of force seal off all tunnels leading to this enormous cavern (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect intruders, one tries to run to area 5 to sound the alarm while the remaining two attack. On the second round of combat, the clamor attracts the spiders in area 4b. 4b. Phase Spider Lair Four phase
spiders lurk in this 20-foot-high cave. If they hear the characters approaching, they shift to the Ethereal Plane and try to ambush the characters. 4c. Gobbled Goblins Webs. This cave is filled with
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
footprints you’ve been following continue through these caves. In the center of the floor in the first cave is a human-sized boot.
The ceiling is 15 feet high, but the webs cover the top five feet of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
reporting back to the party’s patron. Substitute Player. With the absent player’s consent, have another player run the missing player’s character, or run the character yourself if you feel you can do so
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rivalries and complications during franchise tasks to drag characters into that part of the game. Between Adventures Using the traditional approach to downtime, franchise tasks can be run at set break points
available for other activities under the characters’ guidance. In this model, characters and staff run downtime simultaneously between sessions of adventuring. This follows the standard approach of using






