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Returning 35 results for 'being both delving chapter rooting'.
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Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
who accomplishes a meaningful personal goal could receive one to five hero points, as described in chapter 9 of the Dungeon Master’s Guide. Another twist that works well with a Morgrave campaign is to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 8: Adventuring Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread—these are the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
who accomplishes a meaningful personal goal could receive one to five hero points, as described in chapter 9 of the Dungeon Master’s Guide. Another twist that works well with a Morgrave campaign is to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
who accomplishes a meaningful personal goal could receive one to five hero points, as described in chapter 9 of the Dungeon Master’s Guide. Another twist that works well with a Morgrave campaign is to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bladesinger quenched the spell.
— Keith Francis Strohm, Bladesinger
Scholars and practitioners of what they call “the Art” (see chapter 1 for details), wizards are the most disciplined spellcasters
up residence in isolated towers or strongholds, exhibiting ever more eccentric behavior as time goes on. Some say this is a mark of madness brought on by delving too deeply into arcane lore, but they
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bladesinger quenched the spell.
— Keith Francis Strohm, Bladesinger
Scholars and practitioners of what they call “the Art” (see chapter 1 for details), wizards are the most disciplined spellcasters
up residence in isolated towers or strongholds, exhibiting ever more eccentric behavior as time goes on. Some say this is a mark of madness brought on by delving too deeply into arcane lore, but they
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bladesinger quenched the spell.
— Keith Francis Strohm, Bladesinger
Scholars and practitioners of what they call “the Art” (see chapter 1 for details), wizards are the most disciplined spellcasters
up residence in isolated towers or strongholds, exhibiting ever more eccentric behavior as time goes on. Some say this is a mark of madness brought on by delving too deeply into arcane lore, but they
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
inhabitants never develop, and they never reach their goals. A domain’s oppressive inquisition is no closer to rooting out evil today than it was a thousand years ago. This isn’t remarkable; it merely is
persists. For a specific example, consider the domain of Barovia in chapter 3. Not one villager in Barovia thinks it’s wise to live in the shadow of Castle Ravenloft, and yet the villagers don’t
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
inhabitants never develop, and they never reach their goals. A domain’s oppressive inquisition is no closer to rooting out evil today than it was a thousand years ago. This isn’t remarkable; it merely is
persists. For a specific example, consider the domain of Barovia in chapter 3. Not one villager in Barovia thinks it’s wise to live in the shadow of Castle Ravenloft, and yet the villagers don’t
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Stone Bridge See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Stone Bridge See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
inhabitants never develop, and they never reach their goals. A domain’s oppressive inquisition is no closer to rooting out evil today than it was a thousand years ago. This isn’t remarkable; it merely is
persists. For a specific example, consider the domain of Barovia in chapter 3. Not one villager in Barovia thinks it’s wise to live in the shadow of Castle Ravenloft, and yet the villagers don’t
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Stone Bridge See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power
in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Trouble in Baldur’s Gate Chapter 1 begins in the independent city of Baldur’s Gate, where the characters find themselves trapped behind the city’s walls after the gates are sealed to keep out
glorified thugs. The characters’ orders are to help maintain peace by rooting out and destroying followers of Bane, Bhaal, and Myrkul — evil gods collectively known as the Dead Three. These vile priests
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Trouble in Baldur’s Gate Chapter 1 begins in the independent city of Baldur’s Gate, where the characters find themselves trapped behind the city’s walls after the gates are sealed to keep out
glorified thugs. The characters’ orders are to help maintain peace by rooting out and destroying followers of Bane, Bhaal, and Myrkul — evil gods collectively known as the Dead Three. These vile priests
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Trouble in Baldur’s Gate Chapter 1 begins in the independent city of Baldur’s Gate, where the characters find themselves trapped behind the city’s walls after the gates are sealed to keep out
glorified thugs. The characters’ orders are to help maintain peace by rooting out and destroying followers of Bane, Bhaal, and Myrkul — evil gods collectively known as the Dead Three. These vile priests
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
patrol consists of two drow elite warriors mounted on giant riding lizards (see the end of chapter 8 for statistics). If one or more party members appear to be anything other than drow of one of the
that the adventurers’ drow jailers or pursuers from Velkynvelve (chapter 1) managed to survive to this point in the campaign, and that they have returned to Menzoberranzan in the wake of Demogorgon’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
patrol consists of two drow elite warriors mounted on giant riding lizards (see the end of chapter 8 for statistics). If one or more party members appear to be anything other than drow of one of the
that the adventurers’ drow jailers or pursuers from Velkynvelve (chapter 1) managed to survive to this point in the campaign, and that they have returned to Menzoberranzan in the wake of Demogorgon’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
patrol consists of two drow elite warriors mounted on giant riding lizards (see the end of chapter 8 for statistics). If one or more party members appear to be anything other than drow of one of the
that the adventurers’ drow jailers or pursuers from Velkynvelve (chapter 1) managed to survive to this point in the campaign, and that they have returned to Menzoberranzan in the wake of Demogorgon’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T9. Chamber of Moving Stones If the characters speak to Baragustas in area T8 or examine the door to this area, a Black Earth priest (see chapter 7) named Larrakh hears them. If he does, he quickly
kingdom of Phalorm discovered the dwarven delving. The miners chose to bury their dead here. Until the Believers of Red Larch discovered it, the chamber was forgotten again. The dwarves enchanted the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T9. Chamber of Moving Stones If the characters speak to Baragustas in area T8 or examine the door to this area, a Black Earth priest (see chapter 7) named Larrakh hears them. If he does, he quickly
kingdom of Phalorm discovered the dwarven delving. The miners chose to bury their dead here. Until the Believers of Red Larch discovered it, the chamber was forgotten again. The dwarves enchanted the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T9. Chamber of Moving Stones If the characters speak to Baragustas in area T8 or examine the door to this area, a Black Earth priest (see chapter 7) named Larrakh hears them. If he does, he quickly
kingdom of Phalorm discovered the dwarven delving. The miners chose to bury their dead here. Until the Believers of Red Larch discovered it, the chamber was forgotten again. The dwarves enchanted the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
,” both in chapter 2). The Against the Giants table offers suggestions for adventure hooks you can use to build an adventure following this theme. On the world I call home, three linked mountain ranges
scions of giants’ gods described in chapter 6). An adventure might also challenge characters to drive the giants (and other forces of destruction) away from settled lands. The giant in a scenario like
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
,” both in chapter 2). The Against the Giants table offers suggestions for adventure hooks you can use to build an adventure following this theme. On the world I call home, three linked mountain ranges
scions of giants’ gods described in chapter 6). An adventure might also challenge characters to drive the giants (and other forces of destruction) away from settled lands. The giant in a scenario like






