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Returning 35 results for 'called weeping relevant'.
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Monsters
The Book of Many Things
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
relevant to the medusa’s divine purpose.
If the medusa dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.PoisonPetrifying Gaze
Backgrounds
Sword Coast Adventurer's Guide
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
tales from my military experience relevant to almost every combat situation.
5
I can stare down a hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
D20 Tests When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving
the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage. Add Modifiers. Add these modifiers to the number rolled on the d20: The Relevant
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
D20 Tests When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving
the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage. Add Modifiers. Add these modifiers to the number rolled on the d20: The Relevant
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
D20 Tests When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving
the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage. Add Modifiers. Add these modifiers to the number rolled on the d20: The Relevant
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
D20 Tests When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving
the number from only one of them—the higher one if you have Advantage or the lower one if you have Disadvantage. Add Modifiers. Add these modifiers to the number rolled on the d20: The Relevant
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god’s grace or justice.
I called for my family, long unseated from their
valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy,” and “treasure.” Her name was Tatyana, and I longed for her to be mine.
I loved her with all my heart. I
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god’s grace or justice.
I called for my family, long unseated from their
valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy,” and “treasure.” Her name was Tatyana, and I longed for her to be mine.
I loved her with all my heart. I
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
often ravage the nearby coast. Long ago, to protect the village, friendly djinn crafted a device called the Storm’s Eye Weather Vane and placed it in the village square. The djinn channeled their magic
phantom wind, or eyes that flash with arcs of lightning. These traits are described when relevant for the characters in this adventure.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
often ravage the nearby coast. Long ago, to protect the village, friendly djinn crafted a device called the Storm’s Eye Weather Vane and placed it in the village square. The djinn channeled their magic
phantom wind, or eyes that flash with arcs of lightning. These traits are described when relevant for the characters in this adventure.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the core of the rules of the game. All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of
and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.
The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the core of the rules of the game. All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of
and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.
The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
DC. Here are some tips for using DC categories at the gaming table. If you’ve decided that an ability check is called for, then most likely the task at hand isn’t a very easy one. Most people can
characters to accomplish, but it becomes more reasonable after 10th level or so. A DC 30 check is nearly impossible for most low-level characters. A 20th-level character with proficiency and a relevant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
DC. Here are some tips for using DC categories at the gaming table. If you’ve decided that an ability check is called for, then most likely the task at hand isn’t a very easy one. Most people can
characters to accomplish, but it becomes more reasonable after 10th level or so. A DC 30 check is nearly impossible for most low-level characters. A 20th-level character with proficiency and a relevant
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tents form an encampment.
The camp is called the Final Steps of Courage, and beyond it spreads the blighted landscape of Lambakluha. The skybridge ends within the redoubt’s wooden walls, which hold
known as the Weeping Paths that the characters will have to traverse. If the characters ask anyone in the camp about what dangers they might face, the soldiers speak of Undead and of vicious vegetation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tents form an encampment.
The camp is called the Final Steps of Courage, and beyond it spreads the blighted landscape of Lambakluha. The skybridge ends within the redoubt’s wooden walls, which hold
known as the Weeping Paths that the characters will have to traverse. If the characters ask anyone in the camp about what dangers they might face, the soldiers speak of Undead and of vicious vegetation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Trapped Fellow Gricks. Five gricks lurk in the diagonal hallway to the south. They attack all who enter.
Trapped Adventurer. The sound of weeping comes from behind a closed door in the west wall
(leading to a 10-foot-square closet). A small hole has been drilled through the middle of the door.
An adventuring party called the Fine Fellows of Daggerford descended into Undermountain one tenday
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. The Weeping Eye Ooze. This 60-foot-high cavern contains a large pool of viscid, foul-smelling ooze that flows sluggishly northwest.
Urm. A mud mephit named Urm crouches near the edge of the ooze
following information, which is a mixture of truth and lies: The ooze that spills from the orb and fills these caverns comes from a place called the Swamp of Oblivion (true). Halaster captured a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Trapped Fellow Gricks. Five gricks lurk in the diagonal hallway to the south. They attack all who enter.
Trapped Adventurer. The sound of weeping comes from behind a closed door in the west wall
(leading to a 10-foot-square closet). A small hole has been drilled through the middle of the door.
An adventuring party called the Fine Fellows of Daggerford descended into Undermountain one tenday
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. The Weeping Eye Ooze. This 60-foot-high cavern contains a large pool of viscid, foul-smelling ooze that flows sluggishly northwest.
Urm. A mud mephit named Urm crouches near the edge of the ooze
following information, which is a mixture of truth and lies: The ooze that spills from the orb and fills these caverns comes from a place called the Swamp of Oblivion (true). Halaster captured a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
” section of the wedding itinerary for more information. Guards. Scores of dwarf guards can be called upon to defend the enclave, with most occupying the barracks adjoining the vaults. Patrols are
portcullis south of the Hall of War. The lever chamber west of the war room controls two portcullises east of the dwarven residences. Other defenses are noted in relevant sections of the episode. Vaults
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
” section of the wedding itinerary for more information. Guards. Scores of dwarf guards can be called upon to defend the enclave, with most occupying the barracks adjoining the vaults. Patrols are
portcullis south of the Hall of War. The lever chamber west of the war room controls two portcullises east of the dwarven residences. Other defenses are noted in relevant sections of the episode. Vaults
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Order of the Gauntlet loyal to him and formed a new order, swearing them in under the watchful gaze of Helm’s still-weeping eye. The Order of the Gilded Eye is dedicated to protecting the world and
has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Order of the Gauntlet loyal to him and formed a new order, swearing them in under the watchful gaze of Helm’s still-weeping eye. The Order of the Gilded Eye is dedicated to protecting the world and
has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Session Zero At the start of a campaign, you and your players can run a special session—called session zero because it comes before the first session of play—to establish expectations, share ideas
in your campaign. For example, if a player chooses the Criminal background, help the player flesh out their character’s criminal past, and use that information when building relevant storylines into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Session Zero At the start of a campaign, you and your players can run a special session—called session zero because it comes before the first session of play—to establish expectations, share ideas
in your campaign. For example, if a player chooses the Criminal background, help the player flesh out their character’s criminal past, and use that information when building relevant storylines into
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discover later that the villain survived and is hungry for revenge. Improving Villains Adventurers get more powerful over time, so if a villain is going to remain a relevant threat, the villain needs to get
villain and improve its challenge rating to make it relevant to the higher-level characters. NPC Stat Blocks. Some of the stat blocks in the Monster Manual can reflect the same character at different
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might “help” such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to
bonus is 4 + the hag’s Intelligence modifier.
Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discover later that the villain survived and is hungry for revenge. Improving Villains Adventurers get more powerful over time, so if a villain is going to remain a relevant threat, the villain needs to get
villain and improve its challenge rating to make it relevant to the higher-level characters. NPC Stat Blocks. Some of the stat blocks in the Monster Manual can reflect the same character at different