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Returning 35 results for 'begins borders diffusing core recording'.
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Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Adventure Summary This story focuses on the characters correcting a multiversal glitch affecting them and the whole of the Outlands. The adventure begins with the characters awaking in Sigil
additional goal of recording their impressions of the plane using a mimir—a magical, skull-shaped recording device (detailed in Sigil and the Outlands). During their travels, the characters reveal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Adventure Summary This story focuses on the characters correcting a multiversal glitch affecting them and the whole of the Outlands. The adventure begins with the characters awaking in Sigil
additional goal of recording their impressions of the plane using a mimir—a magical, skull-shaped recording device (detailed in Sigil and the Outlands). During their travels, the characters reveal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Adventure Summary This story focuses on the characters correcting a multiversal glitch affecting them and the whole of the Outlands. The adventure begins with the characters awaking in Sigil
additional goal of recording their impressions of the plane using a mimir—a magical, skull-shaped recording device (detailed in Sigil and the Outlands). During their travels, the characters reveal
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
, this core is divided into ten districts, each of which is a huge urban environment in its own right. The districts are named in simple numerical order from the First to the Tenth. No correlation
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
, this core is divided into ten districts, each of which is a huge urban environment in its own right. The districts are named in simple numerical order from the First to the Tenth. No correlation
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
, this core is divided into ten districts, each of which is a huge urban environment in its own right. The districts are named in simple numerical order from the First to the Tenth. No correlation
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->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->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->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
séances or are taking their time exploring, feel free to run this encounter multiple times, allowing the characters to ask more questions. If the borders to the domain are not yet closed, a storm begins brewing at this point.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
séances or are taking their time exploring, feel free to run this encounter multiple times, allowing the characters to ask more questions. If the borders to the domain are not yet closed, a storm begins brewing at this point.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
séances or are taking their time exploring, feel free to run this encounter multiple times, allowing the characters to ask more questions. If the borders to the domain are not yet closed, a storm begins brewing at this point.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
comprehend, and the terrible battle begins. OPTION: JIMJAR'S LAST GAMBLE
If the adventurers need some extra help in their epic final battle at the end of the campaign, consider the following option
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
comprehend, and the terrible battle begins. OPTION: JIMJAR'S LAST GAMBLE
If the adventurers need some extra help in their epic final battle at the end of the campaign, consider the following option
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
comprehend, and the terrible battle begins. OPTION: JIMJAR'S LAST GAMBLE
If the adventurers need some extra help in their epic final battle at the end of the campaign, consider the following option
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Documancer Contracts have mystical power. Break my contract and I’ll use your bones for my next quill. — Documancer’s warning Every great Acquisitions Incorporated quest begins with a contract from
, of ensuring that every condition of the quest is fulfilled, and of recording and sending on information vital to Head Office when the mission is complete. When creating contracts with other
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Documancer Contracts have mystical power. Break my contract and I’ll use your bones for my next quill. — Documancer’s warning Every great Acquisitions Incorporated quest begins with a contract from
, of ensuring that every condition of the quest is fulfilled, and of recording and sending on information vital to Head Office when the mission is complete. When creating contracts with other
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Documancer Contracts have mystical power. Break my contract and I’ll use your bones for my next quill. — Documancer’s warning Every great Acquisitions Incorporated quest begins with a contract from
, of ensuring that every condition of the quest is fulfilled, and of recording and sending on information vital to Head Office when the mission is complete. When creating contracts with other
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The amulet from area 22 begins glowing when it’s brought into this area. If a character uses an action to present the Mark of the Raven, Mara does not attack on the next turn, the light from the amber
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The amulet from area 22 begins glowing when it’s brought into this area. If a character uses an action to present the Mark of the Raven, Mara does not attack on the next turn, the light from the amber
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The amulet from area 22 begins glowing when it’s brought into this area. If a character uses an action to present the Mark of the Raven, Mara does not attack on the next turn, the light from the amber
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
is a plane of endless fire populated by Celestials and Fiends, who both embody the raw power and versatility of flame. The borders between the Material Plane and Fernia are thin in a manifest zone; the
Dungeon Master’s Guide in addition to the sections below. The chase begins with the dragon circling 120 feet behind the Recluse. The dragon initiates combat if it catches the ship. Hiding the Airship
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
is a plane of endless fire populated by Celestials and Fiends, who both embody the raw power and versatility of flame. The borders between the Material Plane and Fernia are thin in a manifest zone; the
Dungeon Master’s Guide in addition to the sections below. The chase begins with the dragon circling 120 feet behind the Recluse. The dragon initiates combat if it catches the ship. Hiding the Airship
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
is a plane of endless fire populated by Celestials and Fiends, who both embody the raw power and versatility of flame. The borders between the Material Plane and Fernia are thin in a manifest zone; the
Dungeon Master’s Guide in addition to the sections below. The chase begins with the dragon circling 120 feet behind the Recluse. The dragon initiates combat if it catches the ship. Hiding the Airship
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP
, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Attack rolls using weapons you’re proficient with Attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP
, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Attack rolls using weapons you’re proficient with Attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP
, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:
Attack rolls using weapons you’re proficient with Attack
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domains, locals measure time by “moons” rather than months. As a measurement of time, each moon begins on the first night of a full moon and lasts a full lunar cycle. A year consists of twelve moons, or
about the nature of their domains or what lies beyond the Mists. This preoccupation, along with the lack of shared borders or reliable travel, means that mercantile ventures and military conquests
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domains, locals measure time by “moons” rather than months. As a measurement of time, each moon begins on the first night of a full moon and lasts a full lunar cycle. A year consists of twelve moons, or
about the nature of their domains or what lies beyond the Mists. This preoccupation, along with the lack of shared borders or reliable travel, means that mercantile ventures and military conquests
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domains, locals measure time by “moons” rather than months. As a measurement of time, each moon begins on the first night of a full moon and lasts a full lunar cycle. A year consists of twelve moons, or
about the nature of their domains or what lies beyond the Mists. This preoccupation, along with the lack of shared borders or reliable travel, means that mercantile ventures and military conquests
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
delicious. 4 Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions. 5 Snow begins to
weather spirits. Domain Borders As an archfey’s power waxes or wanes, their Domain of Delight can grow or shrink. If their domain grows big enough to abut or overlap another archfey’s domain, a
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
delicious. 4 Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions. 5 Snow begins to
weather spirits. Domain Borders As an archfey’s power waxes or wanes, their Domain of Delight can grow or shrink. If their domain grows big enough to abut or overlap another archfey’s domain, a






