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Returning 35 results for 'being been designed charge remote'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
If reduced to 20 hit points or fewer, Cassiok uses his
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Chapter 6: The Forbidden Vale an adventure for
Level 9
characters
This adventure is designed to fill three or four sessions of play.
It takes place in a remote mountain valley.
Luke Eidenschink
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Adventure Hooks All the characters have volunteered, for whatever reason, to join Spelljammer Academy: a shadowy enclave of spellcasters and swords-for-hire situated on the remote and mysterious
. Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These adventures have been designed to be fully
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Adventure Hooks All the characters have volunteered, for whatever reason, to join Spelljammer Academy: a shadowy enclave of spellcasters and swords-for-hire situated on the remote and mysterious
. Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These adventures have been designed to be fully
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Adventure Hooks All the characters have volunteered, for whatever reason, to join Spelljammer Academy: a shadowy enclave of spellcasters and swords-for-hire situated on the remote and mysterious
. Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These adventures have been designed to be fully
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eberron and the Multiverse It is theoretically possible to travel between Eberron and other worlds in the multiverse by means of the Deep Ethereal or various spells designed for planar travel, but
the cosmology of Eberron is specifically designed to prevent such travel, to keep the world hidden away from the meddling of gods, celestials, and fiends from beyond. The three progenitor wyrms worked
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eberron and the Multiverse It is theoretically possible to travel between Eberron and other worlds in the multiverse by means of the Deep Ethereal or various spells designed for planar travel, but
the cosmology of Eberron is specifically designed to prevent such travel, to keep the world hidden away from the meddling of gods, celestials, and fiends from beyond. The three progenitor wyrms worked
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
little enclave of House Ghallanda’s authority, beyond the grasp of any local government—reach across Khorvaire, even in remote areas such as the edge of the Demon Wastes and the swamps of Q’barra. Even
charge, with meals included. Recognized in House (Renown 10+). When you take a Bastion turn, you can issue the Harvest order to House Ghallanda as if it were a Garden facility (food garden) in your
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
little enclave of House Ghallanda’s authority, beyond the grasp of any local government—reach across Khorvaire, even in remote areas such as the edge of the Demon Wastes and the swamps of Q’barra. Even
charge, with meals included. Recognized in House (Renown 10+). When you take a Bastion turn, you can issue the Harvest order to House Ghallanda as if it were a Garden facility (food garden) in your
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
little enclave of House Ghallanda’s authority, beyond the grasp of any local government—reach across Khorvaire, even in remote areas such as the edge of the Demon Wastes and the swamps of Q’barra. Even
charge, with meals included. Recognized in House (Renown 10+). When you take a Bastion turn, you can issue the Harvest order to House Ghallanda as if it were a Garden facility (food garden) in your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eberron and the Multiverse It is theoretically possible to travel between Eberron and other worlds in the multiverse by means of the Deep Ethereal or various spells designed for planar travel, but
the cosmology of Eberron is specifically designed to prevent such travel, to keep the world hidden away from the meddling of gods, celestials, and fiends from beyond. The three progenitor wyrms worked
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragons also see amassing such wonderful hoards as a way to attract new friends to the remote locations they inhabit. Crystal Dragon Art Objects d12 Object
1 An armillary sphere revealing the
the night sky of some other Material Plane world
8 A magnificent fresco depicting a noble court in the Feywild
9 Alabaster panels etched with unusual glyphs, designed to be hung in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragons also see amassing such wonderful hoards as a way to attract new friends to the remote locations they inhabit. Crystal Dragon Art Objects d12 Object
1 An armillary sphere revealing the
the night sky of some other Material Plane world
8 A magnificent fresco depicting a noble court in the Feywild
9 Alabaster panels etched with unusual glyphs, designed to be hung in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
stat block to represent these scholars, if necessary. Despite their meager resources, the astronomers who work at this remote observatory don’t charge adventurers for most services. Instead, the
tale of how it was designed, financed, and finally constructed—at great cost. This story always ends with a suggestion that visitors should help address the observatory’s perpetual financial woes with a modest donation.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
stat block to represent these scholars, if necessary. Despite their meager resources, the astronomers who work at this remote observatory don’t charge adventurers for most services. Instead, the
tale of how it was designed, financed, and finally constructed—at great cost. This story always ends with a suggestion that visitors should help address the observatory’s perpetual financial woes with a modest donation.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
stat block to represent these scholars, if necessary. Despite their meager resources, the astronomers who work at this remote observatory don’t charge adventurers for most services. Instead, the
tale of how it was designed, financed, and finally constructed—at great cost. This story always ends with a suggestion that visitors should help address the observatory’s perpetual financial woes with a modest donation.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragons also see amassing such wonderful hoards as a way to attract new friends to the remote locations they inhabit. Crystal Dragon Art Objects d12 Object
1 An armillary sphere revealing the
the night sky of some other Material Plane world
8 A magnificent fresco depicting a noble court in the Feywild
9 Alabaster panels etched with unusual glyphs, designed to be hung in
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to the adventures that await them in the sea caves, the shipwreck, and the ancient observatory. This adventure is designed to be flexible and give the players the sense that they’re in charge of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to the adventures that await them in the sea caves, the shipwreck, and the ancient observatory. This adventure is designed to be flexible and give the players the sense that they’re in charge of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to the adventures that await them in the sea caves, the shipwreck, and the ancient observatory. This adventure is designed to be flexible and give the players the sense that they’re in charge of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Hulgaz in your campaign. You can run the following encounters to introduce Hulgaz to the party. These encounters are designed to occur in the order presented over the course of several game sessions, as
12th level (depending on how many characters are in your group). Deceptive Knight While traveling through a remote area, the party comes across a knight beset by three bandits. The knight appears
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Hulgaz in your campaign. You can run the following encounters to introduce Hulgaz to the party. These encounters are designed to occur in the order presented over the course of several game sessions, as
12th level (depending on how many characters are in your group). Deceptive Knight While traveling through a remote area, the party comes across a knight beset by three bandits. The knight appears
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
character, excluding sidekicks, charge out of the darkness and begin grabbing goats. When the characters intervene, the ogres drop the goats and attempt to smash the adventurers. YOUR CAMPAIGN, YOUR
PHANDALIN
Since this adventure and the ones that follow were designed to continue the story of Dragon of Icespire Peak, there’s a good chance your players have already interacted with the NPCs in the town
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
character, excluding sidekicks, charge out of the darkness and begin grabbing goats. When the characters intervene, the ogres drop the goats and attempt to smash the adventurers. YOUR CAMPAIGN, YOUR
PHANDALIN
Since this adventure and the ones that follow were designed to continue the story of Dragon of Icespire Peak, there’s a good chance your players have already interacted with the NPCs in the town
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Hulgaz in your campaign. You can run the following encounters to introduce Hulgaz to the party. These encounters are designed to occur in the order presented over the course of several game sessions, as
12th level (depending on how many characters are in your group). Deceptive Knight While traveling through a remote area, the party comes across a knight beset by three bandits. The knight appears
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
character, excluding sidekicks, charge out of the darkness and begin grabbing goats. When the characters intervene, the ogres drop the goats and attempt to smash the adventurers. YOUR CAMPAIGN, YOUR
PHANDALIN
Since this adventure and the ones that follow were designed to continue the story of Dragon of Icespire Peak, there’s a good chance your players have already interacted with the NPCs in the town
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Daehl denies the charge vehemently. He claims that any letter the characters present as evidence is “a clear forgery” until he sees a chance to escape. The cult spy is equivalent to a bandit captain
party; the Temple of the Crushing Wave is appropriate for a 7th-level party; the Temple of Black Earth is designed for an 8th-level group; and the Temple of Eternal Flame works best for a party of 9th
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Daehl denies the charge vehemently. He claims that any letter the characters present as evidence is “a clear forgery” until he sees a chance to escape. The cult spy is equivalent to a bandit captain
party; the Temple of the Crushing Wave is appropriate for a 7th-level party; the Temple of Black Earth is designed for an 8th-level group; and the Temple of Eternal Flame works best for a party of 9th
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Daehl denies the charge vehemently. He claims that any letter the characters present as evidence is “a clear forgery” until he sees a chance to escape. The cult spy is equivalent to a bandit captain
party; the Temple of the Crushing Wave is appropriate for a 7th-level party; the Temple of Black Earth is designed for an 8th-level group; and the Temple of Eternal Flame works best for a party of 9th
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adventure Types An adventure can be location-based or event-based, as discussed in the sections that follow.
Location-Based Adventures Adventures set in crumbling dungeons and remote wilderness
adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain’s refuge. 3 The actions of the adventurers or the villain result in
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
dusts off his trusty Paladin, Tayr. The heart of the party, Tayr unites his companions and leads the charge in their fight against evil. Will the Wise. Will Byer’s Wizard is a mainstay of the party
memorize every rule before you play, but you should understand the rhythm of play and where to find relevant information when needed. Prepare the First Adventure. “The Vanishing Gnome” is designed for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s new apprentices, conducts her research here. 7a. Trenzia’s Workroom This well-maintained workroom reeks of rotting flesh and ozone. Odd metal instruments designed for measuring electricity
rest atop tables, along with several loose scraps of parchment with notes that include terms such as “rate of decay” and “accumulation of charge.” Log Entry. A thorough search of the room yields a