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Returning 35 results for 'both battle diffusing closed religions'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
behalf of the group. When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of the following is true
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
behalf of the group. When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of the following is true
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
behalf of the group. When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of the following is true
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
to stay out of battle himself. Portcullis. If the knight raising the portcullis isn’t stopped within 3 rounds of the characters arriving at the Warrior’s Gate, the Dragon Army officers join the battle
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
to stay out of battle himself. Portcullis. If the knight raising the portcullis isn’t stopped within 3 rounds of the characters arriving at the Warrior’s Gate, the Dragon Army officers join the battle
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
to stay out of battle himself. Portcullis. If the knight raising the portcullis isn’t stopped within 3 rounds of the characters arriving at the Warrior’s Gate, the Dragon Army officers join the battle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Lucha, where luchadores don colorful masks, adopt epic personas, and battle using acrobatic maneuvers. Faith and Festivals Worship is ingrained in city culture, and major religions have temples ranging
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Lucha, where luchadores don colorful masks, adopt epic personas, and battle using acrobatic maneuvers. Faith and Festivals Worship is ingrained in city culture, and major religions have temples ranging
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Minotaur A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Minotaur A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Minotaur A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Lucha, where luchadores don colorful masks, adopt epic personas, and battle using acrobatic maneuvers. Faith and Festivals Worship is ingrained in city culture, and major religions have temples ranging
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
salted meats that have been cured are salvageable, as is the ale, whose barrels are coated in a thick layer of tar to keep water out. Additionally, there are twenty healer’s kits, closed in small iron
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
salted meats that have been cured are salvageable, as is the ale, whose barrels are coated in a thick layer of tar to keep water out. Additionally, there are twenty healer’s kits, closed in small iron
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
oath to win a battle in Iroas’s name and failing to do so is a great shame upon a warrior, thus such a promise is never uttered lightly. The fifth month of the Meletian calendar is Thriambion, named for
. Iroas carries a battle-worn bronze shield called the Bulwark of Brotherhood. It symbolizes the protective bond shared by all soldiers at war and his determination, ironically, to defeat his own brother
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
oath to win a battle in Iroas’s name and failing to do so is a great shame upon a warrior, thus such a promise is never uttered lightly. The fifth month of the Meletian calendar is Thriambion, named for
. Iroas carries a battle-worn bronze shield called the Bulwark of Brotherhood. It symbolizes the protective bond shared by all soldiers at war and his determination, ironically, to defeat his own brother
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
oath to win a battle in Iroas’s name and failing to do so is a great shame upon a warrior, thus such a promise is never uttered lightly. The fifth month of the Meletian calendar is Thriambion, named for
. Iroas carries a battle-worn bronze shield called the Bulwark of Brotherhood. It symbolizes the protective bond shared by all soldiers at war and his determination, ironically, to defeat his own brother
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
salted meats that have been cured are salvageable, as is the ale, whose barrels are coated in a thick layer of tar to keep water out. Additionally, there are twenty healer’s kits, closed in small iron
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in area 2 of the ruins. At night they stay in their rooms. The major personalities among the survivors are detailed below. Ozymandias Ozymandias (NE male human priest) barely survived the battle
against the pirates because he tried to rescue important books and scrolls from the burning abbey, and a collapsing hall closed a doorway behind him. He was forced to abandon the written works, and he
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in area 2 of the ruins. At night they stay in their rooms. The major personalities among the survivors are detailed below. Ozymandias Ozymandias (NE male human priest) barely survived the battle
against the pirates because he tried to rescue important books and scrolls from the burning abbey, and a collapsing hall closed a doorway behind him. He was forced to abandon the written works, and he
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in area 2 of the ruins. At night they stay in their rooms. The major personalities among the survivors are detailed below. Ozymandias Ozymandias (NE male human priest) barely survived the battle
against the pirates because he tried to rescue important books and scrolls from the burning abbey, and a collapsing hall closed a doorway behind him. He was forced to abandon the written works, and he
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
the level’s play-by-play announcer (see “Halaster’s Play-by-Play”), it becomes increasingly excited as the battle with the death tyrant unfolds. If they defeat Netherskull, the announcer screams, “How
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the shrine stand ajar. If the tide of battle turns against Chief Yorb, he retreats into the shrine with his elite guards and bars the doors. A character can force open the barred doors with a
treasures found in the shrine. However, if another creature in the shrine is also carrying such treasure, the doors remains closed. A knock spell also opens the doors. 18C. Puzzle Cube In the middle
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the shrine stand ajar. If the tide of battle turns against Chief Yorb, he retreats into the shrine with his elite guards and bars the doors. A character can force open the barred doors with a
treasures found in the shrine. However, if another creature in the shrine is also carrying such treasure, the doors remains closed. A knock spell also opens the doors. 18C. Puzzle Cube In the middle
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
discover a grisly scene. Evidence of a fatal battle and the presence of dangerous scavengers gives little hope of finding anyone alive. But when a handful of survivors are discovered hidden in a bolt-hole
undead in his watery lair, they discover the damaged magical seal that once kept the portal inside the Pit of Hatred closed. Only by resealing the rift can they end its corruption for good. PLACING THE
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
to yield. Moving swiftly, she organized her allies, met her brother in battle, and captured him. She intended to execute Arijani, but her sister Reeva counseled her to be merciful. Ultimately, Ramya
that closed around Kalakeri. The storm lashed Kalakeri for weeks, and when it reached its height, Ramya emerged from her watery grave. Reborn with terrifying power, she called upon those who had been
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
discover a grisly scene. Evidence of a fatal battle and the presence of dangerous scavengers gives little hope of finding anyone alive. But when a handful of survivors are discovered hidden in a bolt-hole
undead in his watery lair, they discover the damaged magical seal that once kept the portal inside the Pit of Hatred closed. Only by resealing the rift can they end its corruption for good. PLACING THE
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
the level’s play-by-play announcer (see “Halaster’s Play-by-Play”), it becomes increasingly excited as the battle with the death tyrant unfolds. If they defeat Netherskull, the announcer screams, “How
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
discover a grisly scene. Evidence of a fatal battle and the presence of dangerous scavengers gives little hope of finding anyone alive. But when a handful of survivors are discovered hidden in a bolt-hole
undead in his watery lair, they discover the damaged magical seal that once kept the portal inside the Pit of Hatred closed. Only by resealing the rift can they end its corruption for good. PLACING THE






