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Returning 35 results for 'before bring devoid contested relatively'.
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Sword of Kas
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
its wielder and can speak, read, and understand Common.
Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and
Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Caer When the characters first approach the castle, read: A sturdy, stone castle devoid of warmth and ostentation squats atop the cliffs overlooking the town and the frozen harbor
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Types of Inquisitive Work Much of the work done by inquisitives is relatively mundane: collecting evidence of marital infidelity, investigating insurance fraud, or finding runaways. Sometimes these
relatively innocent investigations can lead into the shadowy underbelly of society and become more dangerous, but most adventurers prefer the more dangerous kinds of inquisitive work. Your group might
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
First Adventure If you’re using a published adventure to launch your campaign, use the character hooks in that adventure to bring the characters from their starting location to the adventure’s action
campaign, refer to the advice in chapter 4. Keep the first adventure relatively short and simple, allowing plenty of time for the characters to get to know each other as the players roleplay. What’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Keranos’s Champions Keranos sees his champions as tools to bring insight and change to the world. He doesn’t contemplate the moral or ethical consequences of his insights, believing that such
.
2 Break down a ruling structure that stifles ingenuity and creativity.
3 Bring together lost icons of power to create an incredible storm with the might to halt a greater threat.
4
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
the Lake of Steam out along the trade routes to cross the world, yuan-ti poisons and potent liquors are covertly sold. Beware! Some of the latter slowly and subtly bring imbibers under the sway of
others can be exploited through bribes, favors, or threats.
As creatures devoid of emotion, yuan-ti exhibit behavior and use tactics that exemplify that outlook (or lack of one). Whether in combat
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
muscle he can bring to bear against anyone who defaults on a loan, and his family’s influence extends beyond Baldur’s Gate. The characters might try to secure a loan, with or without the intention of
paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrik’s Wisdom (Insight) check, as described under “Contests” in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
down a few feet. The ceilings in the fodder chamber (area W9) and Sacred Web Hall (area W12) are 50 feet tall and relatively smooth. Doors The doors in Web’s Edge are made of iron. The doors to areas W3
unlocked. Lighting There are no natural or magical light sources in the complex. Area descriptions assume the characters have a light source or some other means of seeing in the dark. Light sources bring
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Firejolt Café Locations The following locations are keyed to map 3.2. All descriptions assume the characters are in the café during the day. At night, the café is locked and devoid of students and
make nearly any form of those drinks on request. A relatively common coffee or tea costs 1 cp, while a more complicated order might cost 2 cp. The café’s signature firejolt latte costs 10 gp; it confers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters 25 gp each now and another 50 gp each if they bring in Coal. If the characters consent to meet with Coal, Germaine provides the location of the Cog Carnival, a bar in High Walls frequented by
for Coal as her reason for hiring the characters, but a character who succeeds on a Wisdom (Insight) check contested by the Germaine’s Charisma (Deception) check can sense that she’s holding
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and can speak, read, and understand Common. Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help
spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
recognize the true nature of the beings they serve. A cult of Rak Tulkhesh might truly believe their lord will bring peace to the world, even if that peace must begin with bloody war. Joining such a
. However, your character could be a member of a relatively benign cult. You might have been raised in a cult but broke free from its influence. If your character was or is part of a cult, work with your DM to develop the details of your sect.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Prizes table, or twice if the successful check occurs on the first attempt. Gnome Poetry Contest “Sound the chime, it’s time to rhyme! You bring the poem! We’ll bring the gno-em!”
Gnome Poetry
participant has to pin an unarmed goblin (lawful good), while a Medium participant has to pin one goblin while wrestling two of them. Winning the game requires a successful Strength (Athletics) check contested
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mundane messengers such as birds. In most cases, these relationships with her sisters, though devoid of emotion, are the closest a hag comes to having friends. When a hag is attacked or killed, other hags
receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rubble, while others are eerily preserved, devoid of life but otherwise unharmed. In some of them, treasures left behind by the former inhabitants await discovery, and many people across Khorvaire are
Cyre fell. The days in Metrol are quiet, but the nights bring a cacophony of chaos and violence to the streets — at night, misshapen monsters emerge from their lairs to prowl and wail as they hunt each other for food. Metrol
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and bring them there. See “The Day’s Catch” for details. Roll a d20 and consult the Kuo-toa Keelboat Cargo table to determine what, if anything, the Kuo-toa are transporting in their keelboat. Kuo-toa
contested by the merrow’s Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ancient glory. By no means is the city fully occupied. Indeed, given the relatively small size of Bruenor’s occupying force, keeping track of anyone within Gauntlgrym is nearly impossible.
Light. In
Great Forge, light isn’t as ubiquitous. Farther down, and in parts of the city yet to be reclaimed from the ruins of the past, there is no light other than whatever visitors bring with them.
Mine Carts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their place and where they belong. Whether as individuals, families, or entire clans, duergar below other duergar in the social order don’t seek to bring their rivals down through intrigue and deceit
Gracklstugh. Law and Order Minor crime is relatively rare in Gracklstugh. The duergar live by a strict code of honor, and their laws are few, simple, and practical. Both guards and regular citizens can be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
more of the essence of the Abyss pushes its way through. In time, a plane or a world could become a colony of the Abyss, overrun with demons and devoid of all other forms of life. Initial Infection A
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dust. Still, despite the city’s overall wealth, there are rich and (relatively) poor Mirabarrans. Not everyone shares in the coin the city’s sales bring in, and wage workers whose income is
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fensirs Arash Radkia Two fensirs bring an offering of food to a hungry devourer that has outgrown her hut Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering
resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle. The transformation that created fensirs left them with an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
Dexterity (Stealth) check with advantage, contested by the character’s passive Wisdom (Perception) score. Mad Duergar The characters encounter a duergar afflicted with a form of indefinite madness. Roll a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
by creatures it can catch in the open, including the travelers that enter and exit the place. On occasion, this state of (relatively) peaceful coexistence is shattered when a devious rival dragon with
dwarves, but they do consider them ideal slaves. Even when captured and put to work against their will, dwarves are innately driven to bring their full effort to a task at hand. Even simple toil
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
evil in your heart, or if there is the whiff of something otherworldly about you, ride on. You’ll find no sanctuary there. Places and People of the Hold Helm’s Hold is still a relatively small
lies the Venturer’s Rest, a favorite stopping-off point of adventurers in the area, and of the locals who like to sit at the bar and listen to the tales such folk bring with them. The Rest was until
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
disarmed. The office’s interior is devoid of occupants. When the characters venture inside, read the following: Bookshelves line the walls of this room. A bed draped in plush linens is built into an
piece to bring the image to life. Secret Entrance. The bust on the wall projects an illusion that conceals the entrance to the Ruby Sanctum (area N5). A See Invisibility spell or similar magic reveals
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
effect you want to bring to bear in your game. The Korranberg
Chronicle
Cataclysm in Cyre!
A magical catastrophe of unknown origin engulfed the nation of Cyre yesterday, bringing a century of war to
navigation weren’t bad enough, explorers must bring their own provisions into the Mournland, unless they want to risk the danger of ingesting tainted food and water. Terrain Features The Day of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bring home to loved ones. The stair leads from the skycoach platform (area T1) to the roof of the tenement tower. T3. Tenement Tower Stairs This interior staircase connects the tenement tower roof to
attacks the characters on sight, using her Luring Song to bring them to her if they flee. T7. Graffiti Hall This stone hall is covered in graffiti. Crude paintings and phrases such as “TYRANTS RULE!” and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Deception) check contested by the guards’ Wisdom (Insight) checks; if all the characters succeed, the guards are fooled and allow them to pass. If combat erupts here, two earth elementals burst up
offerings that he ignores the appearance of passersby and the usual pass phrase. When he notices the characters, he asks, “Do you bring an offering?” Making an offering involves throwing precious metals or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
necklace in the gorge. The merfolk don’t have a light source to search the bottom of the gorge and hope the characters can help. A character who makes a successful Wisdom (Insight) check contested by
night hag’s fortress. A character who makes a successful Wisdom (Insight) check contested by the hags’ Charisma (Deception) checks discerns that the “merfolk” aren’t telling the truth about their tribe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
runes. The doors have neither handles nor hinges. The writing on them reads, “THE THREE KEYS. BRING THEM FORTH.” The doors part, sliding back into the walls, when the three correct keys are brought
of their story. Fooling the dragon requires each character within his line of sight to succeed on a Charisma (Deception) check contested by the dragon’s Wisdom (Insight) check. If even one character
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to the vault and bring the suit of armor to the celebration.
6:00 PM The caravan departs from Horn Enclave. Guests prepare to depart. Ironbeard takes Gorat’s key and deposits any last gifts in
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
action to reel in the harpoon. If another creature is holding onto the harpoon, the merrow regains the weapon if it wins a contested Strength check. If characters take cover to avoid harpoon attacks
court has been thrown into upheaval and that evil forces are conspiring to usurp his throne. Only when the battle aboard the Morkoth has ended can the characters bring Hekaton up to date on recent
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
of the fortress. These aren’t the only forces Darkhold can bring to bear, however. The years when a contingent of giants lived in Darkhold are long gone, but in their place is an aerie of wyverns






