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Returning 35 results for 'booming before devourer clear run'.
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Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts
1 You deliver the verbal components of your spells in the booming voice of a titan. 2 For a moment after you cast a spell, the area around you grows dark and gloomy. 3 You sweat profusely while
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Developments This battle will likely be a challenge to run. It is designed to create an emotional low spot in the adventure, during which overall defeat for the forces of good looks like a real
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Developments This battle will likely be a challenge to run. It is designed to create an emotional low spot in the adventure, during which overall defeat for the forces of good looks like a real
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
First Impressions Encountering a giant can be an awe-inspiring and disorienting experience. First comes a rhythmic booming, felt more than heard, that resolves slowly into the sound of footsteps: a
could wind up pinned or crushed if the giant rolls over suddenly. Giants Are Loud. The footsteps of giants in the distance are often initially mistaken for thunder, even on a clear day. The sounds of
Orc
Legacy
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Species
Volo's Guide to Monsters
diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.
Booming Birth Rate
In order to replenish the casualties of their endless warring
the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.
Every group of orcs has particular superstitions and recognizes certain omens
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
zero.” Tasha’s Cauldron of Everything outlines how to run session zero discussions, but in general, use this session to discuss the game’s content, social contract, and house rules, and to create
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Intelligence back, such as after an intellect devourer zeroes it? The greater restoration spell can remove the reduction to an ability score. What happens after 20th level? Is there a cap to character
line of sight.” Does that mean you have disadvantage on attack rolls and ability checks even if the source is invisible but you have a clear line to its space? No. If you can’t see something, it’s not
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
clear that something is very wrong.
Instead of the usual cheerful bustle, students mill about campus nervously. Here and there, you hear frightened whispers: “I heard his name is Murgaxor. I heard he
about Murgaxor’s plans. However, they also might want to take this investigation into their own hands. If they do, run the “Clue in the Bayou” section as this adventure’s first event.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Warriors of Krynn game, continue with the following section. WARRIORS OF KRYNN: SCENARIO 12
As the characters near the gates of Kalaman, a contingent of the city’s defenders emerges to clear the
remaining Dragon Army forces from the field. Run scenario 12 from Dragonlance: Warriors of Krynn to represent this final conflict.
If the characters attain a win or hold during this scenario, Darrett
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Becoming Lost Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party’s navigator makes a Wisdom (Survival) check when
the check after the party spends 1d6 hours trying to get back on course. Wilderness Navigation Terrain DC Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight 15 Arctic, desert, hills, or open sea with clear skies and no land in sight 10 Grassland, meadow, farmland 5
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
works for the Campus Magic Labs as a specimen preparer. This additional access to the labs also allows him to run his personal experiments in peace. Unsurprisingly, he is also a member of the Fantastical
Horticulture Club. There, he looks to develop new species of plants that might yield new ingredients for potions.
Urzmaktok makes it clear he wants everyone to use his full first name. Should
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tavern’s kitchen. Chef Curtie, her braided hair flapping wildly, emerges at a run, shouting and waving her arms.
“The steam! It’s too spicy!” she cries. “It’s trying to kill us! Someone, please help
noticed—and who are trying to get away from the kitchen as fast as they can. You have a clear path to the kitchen door—and Curtie needs help!
When the characters enter area E6, they find the kitchen’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
character is freed by a wish spell. If the characters clear away the webs and descend to the foot of the stairway, read: Lying on the floor at the bottom of the stairs is an iron mace inlaid with silver
resembles a lich, wearing a crown on its head, slowly rises from the couch (and throws up its hands in apparent fear if the mace is being carried). A booming voice seeming to emanate from the whole of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
about a dungeon. Even the most wide-open terrain presents clear pathways. Roads seldom run straight because they follow the contours of the land, finding the most level or otherwise easiest routes across
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
square with great haste, disappearing into their hovels. As spear-toting guards with grim faces move with purpose toward the southwest gate, you hear a booming voice from that direction as it calls out
gate)
Beldora, a Harper spy (starts at area B7)
Sir Baric Nylef, a knight of Tyr (starts at area B8)
Statistics and roleplaying notes for these NPCs appear in appendix D. How the players run
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Guard Reactions Use the following tables each time the party has a run-in with the Flaming Fist or the Watch and you’re not sure how the encounter should play out. Such interactions occur often at
of travelers to wait for 6d10 minutes for no clear reason.
3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items.
4 The guards don’t let anyone through
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Guard Reactions Use the following tables each time the party has a run-in with the Flaming Fist or the Watch and you’re not sure how the encounter should play out. Such interactions occur often at
to wait for 6d10 minutes for no clear reason. 3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items. 4 The guards don’t let anyone through the gate. Those wishing
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
run this encounter. As the characters load the wagons, storm clouds descend and block the sun. Argus Skeel (male vampire spawn) and two ghouls, plus one ghoul per character, including sidekicks
. When it’s clear that the characters have the upper hand, turn on the monster toward them. But when it is clear that the characters will be victorious, have the remaining enemies fall quickly to avoid a drawn-out and anticlimactic denouement.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
language and trace the patterns of Nyx in the written word. (Linguist)
The gods smile on me, but I dread the day when they withdraw their favor and my luck runs out. (Lucky)
As a child, I used to run
through the woods and play with a giant lynx—which, I learned later, was an emissary of Nylea. (Mobile)
The sun’s light brings what is hidden to clear view in my eyes. (Observant)
I ate a magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
patronage of a powerful clan leader or other prominent figure—perhaps working to make that person a viable head of state in the long run. The Heads of State table offers suggestions for the kind of work
prince comes out on top. 13 On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds. 14 Clear land for a new settlement in Q’barra, driving out the monsters that
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
arriving before their supplies run out. This section references the rules and guidance in the “Journeys in the Skies” section of chapter 7 of Eberron: Forge of the Artificer. Weather At the beginning of each
(Survival) checks made to avoid getting lost, as shown in the Airship Travel Conditions table. Airship Travel Weather 1d6 Weather 1–3 Clear skies 4–5 Light Precipitation 6 Heavy precipitation Piloting
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world, but these paths are never safe. Travelers in the Realms face fell magic and deadly monsters
Hotenow. NUMBER OF PLAYERS
You can run Dragons of Stormwreck Isle for one to five players. If you have four or five friends ready to play with you, each person can take one of the characters provided
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
table suggests a few adventures the god’s champions might involve themselves in. Purphoros’s Quests d6 Adventure Goal
1 Clear out a monster-infested mine and help procure precious iron ore
escalate from petty to violent. Although Purphoros is usually even-tempered, his champions occasionally run afoul of his violent impulses. They might find themselves inadvertently in the path of one of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
run off if the characters reduce one or both of them to 13 or fewer hit points. S4. South Research Shed One of two small research sheds on the central islet, this building holds supplies and equipment
has rendered much of the journal unreadable, but what remains reveals sinister thoughts. It’s clear that some nefarious personality has been experimenting with life-draining magic in the marsh and has
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
these relics and surrounded their altars with burial mounds. Go to these mounds, retrieve one or more of our lost relics, and bring them here as tribute. Do this, and your path will be made clear. There
relic disappears, the oracle says in a booming voice, “You have done a great deed for all giants! A new path lies before you!” For each relic that the characters offer as tribute, a stony bas-relief
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enough to march fifty dwarves standing abreast. The mines of Gauntlgrym produced endless tides of iron, silver, gold, and mithral, and booming trade brought goods and wealth to the city from across Faerûn
out of the way of the living. From time to time, the characters might run into a dwarven ghost who warns them away from a place of danger, or confront a less beneficial creature such as a shadow or specter. King Bruenor has decreed the restless dead be left alone for now unless they cause problems.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
takes 2d6 rounds regardless of whether characters walk or run. Characters experience such movement as if walking down a well-groomed path in a hedge garden. The path curves so that characters can’t
night, starlight from a clear sky is bright enough for them to find their way through—and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
consulted upon designation of the plat, then brought in to draw or approve the construction plan. The Cellarers’ and Plumbers’ Guild must then clear and prepare the site, only after which will you be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
appendix C, if you haven’t done so already.) If the characters ask for the Watch’s help in locating Floon, Staget makes it clear that he won’t send a force into the sewers in search of someone who might
common saying among City Watch officials, who care more about what happens in the city above than what happens in the sewers below.) Characters who stir up trouble in the Dock Ward are likely to run into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, “I want to run up and attack the orc,” but the character doesn’t have enough movement
, you need to know them. You don’t have to memorize these rules or the Player’s Handbook, but you should have a clear idea of their contents so that, when a situation requires a ruling, you know where
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mansion is large but run down, and his clothes haven’t been fashionable for at least a year. He keeps his iron-gray hair pulled back in a short ponytail, and his mustache is neatly tended. Aubreck
raising an alarm. Their plan is to clear out the ship, then lurk nearby to ambush anyone who comes to investigates the derelict.
The sahuagin strike first at any sentries. Typically, 1d4 + 4 dwarves from
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
seek.” Characters who follow Ulrich’s directions end up at area U5. Cellar Buried under rubble inside the mansion is a stone staircase that leads down to an intact cellar. A single character can clear
. Garden The garden behind the ruined mansion has run wild. Hidden behind tall weeds and thorny vines are nude sculptures of handsome men and beautiful women, as well as carved stone benches. Four giant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disappear from sight, shrieking for help.
A distraught woman runs out of a nearby house and sprints to the edge of the hole, which crumbles away, spilling her in as well. More people run from other
earth, coughing in the dust and sobbing with fright. “My boy, my boy!” a worried parent shouts, peeping over the edge. “Somebody do something!”
More townsfolk hurry up from all sides, staying clear of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
any future conflicts where they need aid. Tiger Talk If the characters converse with the weretigers, or if they run the weretigers off and then question Dukha, it becomes clear that Dukha and the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Docents from these ruins, and that the pilgrims consider the items sacred. Mercy also talks about the pilgrims’ recent run-ins with rival salvagers. Mercy mentions two other groups in particular: a
Veterans The characters encounter three lawful neutral veterans wandering through the mist. Once it’s clear the characters aren’t monsters or violent marauders, the wanderers introduce themselves as






