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Returning 35 results for 'chanting rushing group to her read'.
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charging rusting groups to her read
charging rusting grasp to her read
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clanging risking group to her rest
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Monsters
The Book of Many Things
and other magical effects.
Thought Shield. The hierophant’s thoughts can’t be read by any means unless the hierophant allows it.Multiattack. The hierophant makes two Herald’s Axe
one world, one for each card in a Deck of Many Things. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
Monsters
Mythic Odysseys of Theros
buried it under a stone near the palace of Erebos.
Tromokratis as a Mythic Encounter
Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an
its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action.
Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Backgrounds
Baldur’s Gate: Descent into Avernus
Everybody’s always trying to get a leg up on somebody in Baldur’s Gate. One group’s con artist might be another’s revolutionary. Or maybe you’re just in it for yourself
can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and
Monsters
Fizban's Treasury of Dragons
in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons&rsquo
and hunters.
2
A young crystal dragon has adopted a group of kobold;kobolds and is trying to teach them the value of a good practical joke.
3
A young crystal dragon has captured a pack of
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
you may choose another student from the “Fellow Students” section in chapter 3. Read or paraphrase the following: You hear enthusiastic chanting and clapping. In the library’s main area, students ring
the eastern group of tables. Standing on them are familiar faces, who look like they’re about to burst into song.
One of the characters’ peers rushes from the study area and calls out to the
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
two hunters viciously attack. A captured group of invaders might hang in a net while dozens of goblins pass by and pay them no heed until a group of gatherers shows up.
Lashers. The closest thing a
, and thus each group has one leader that exerts autocratic control. But as with many tyrannies, the passing of a leader often results in a chaotic transition to the next. Sometimes a goblin boss has
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the mound can discern its true nature with a successful DC 15 Intelligence (Nature) check. “One Must Die!” If any character climbs to the top of the dais, read: The chanting rises once more as
38. Ritual Chamber The cult used to perform rituals in this sunken room. The chanting heard throughout the dungeon originates here, yet when the characters arrive, the dungeon falls silent as the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Surprise Development When the failed Wish spell transports the characters to Alustriel’s sanctum, read or paraphrase the following: With a flash of multicolored light, the world winks out of
existence. Nothingness envelops your senses, though you feel the thrum of magic rushing like an electric spark through your veins.
When you regain focus, you stand in a plush, candlelit parlor. A stately
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
examined, read the following (from the original Tomb of Horrors): The walls are being painted with figures of animals, strange signs and glyphs, and humanoids posing with spheres of different colors
section of the east wall has not yet been plastered or painted over, revealing the passageway to the chapel (area 14). The rhythmic chanting magically carried into area 3 grows louder still at the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Commanders’ Retreat After the Dragon Army soldiers are dealt with, read or paraphrase the following text: A dozen mounted soldiers gallop from the tree line, rushing south toward the crossing
Darrett, sharing his steed.
This group of twelve mounted Kalaman soldiers includes several commanders who drew off the Dragon Army forces so their allies could retreat farther to the east. Darrett
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Destruction in Kalapang As the characters enter Kalapang, read or paraphrase the following: The streets of Kalapang are filled with rushing people, some trying to douse smoldering rooftops, others
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Viantha Found When the characters find Viantha, read the following boxed text aloud to set the scene: A strange, mystical chanting in a dry, crackling voice and a rank smell come from a small
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
positions. When the alarms ring out, Darrett finds the characters and takes them to the Trade Gate’s ramparts. When they arrive, read the following description: The west-facing ramparts of the Trade
Gate are abuzz with soldiers rushing reports in and orders out. Amid the activity stands Marshal Vendri, issuing sharp commands to an endless array of lieutenants. Every so often, the marshal’s gaze
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
had been following, rushing the characters toward the base of the flying citadel. Read the following text as the characters approach: As you near the flying citadel, two shapes emerge from the dark
Flight of the Dragonnels As Clystran and the characters fly above the battlefield, read the following text: The clash between the Dragon Army and Kalaman’s defenders rages below. The city’s walls
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Occupants of the Tower Kamila Szutenberg A stronghold of astrology and prophecy, the Tower of
the Heavens stands in the middle of a vast, rushing river The current occupants of the tower are
divided into the following four factions. Griswill Garrison The Griswill Garrison is a group of gnome mercenaries paid to serve Shalfey. Believing the elder sage dead, the gnomes now follow Piyarz’s orders
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, trouble arrives on their doorstep. If the characters make camp outside of town, this encounter occurs when the characters spot the cultist group traveling to a settlement they intend to attack. The
cultists’ path brings them close to wherever the characters happen to be staying. For example, if the characters are camped out near one of the Haunted Keeps, they spot the group as it exits the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
d8 Personality Trait 1 I don’t run from evil. Evil runs from me. 2 I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. 3 I spend money freely and live
calling that puts me above the law. (Chaotic) 5 I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) 6 I’m a monster that destroys other monsters, and anything else
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventuring party. Consider adding one or more sidekicks to round out your characters’ group if there are fewer than four players. As the DM, you can play sidekicks, or players can play them alongside their own
characters. You can read more about sidekicks in Tasha’s Cauldron of Everything. If a sidekick accompanies the characters into later levels, the sidekick also advances in level. This represents a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chapter 5) to destroy another town in the Dessarin Valley. The cultists taunt the party with their intentions, hoping to lure the characters into rushing to stop them, thus being caught in the destruction
cultists away from the target. Otherwise, the cultists march on the town with a devastation orb an hour before sunset. The group depends on which cult is involved. Two Feathergale knights mounted on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
use their actions to chant and dance about. To complete the ritual, the druids must chant for 10 consecutive rounds, with at least one of them chanting each round. If a round goes by and none of the
are present when the druids complete the ritual, read: A thirty-foot-tall plant creature bursts out of the statue, sending twigs and earth flying. The creature resembles a dead treant with green
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Shrine of the Sea Mother When the characters arrive here, on their own or escorted, read the following to the players: A nine-foot-tall statue stands here. Its body is roughly carved from some
the statue, alert and on guard, while a few others mill about, gazing up at the statue and bowing repeatedly while chanting.
All creatures that come here are expected to make an offering to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tower the characters observe on their ascent. When the characters reach the pinnacle, read the following text: The commander of the Feathergale Knights is a well-built male human in his early fifties
interview Merosska now, they can do so. He might answer questions on the following topics: The Feathergale Society, an “elite” group of aerial-mount enthusiasts from Waterdeep The origins of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
downstream by the current and wash up on the riverbank far from their destination. When the characters arrive, read or paraphrase the following text: On the south bank of the river stands a simple hut with
a thatched roof. A small boat is tied up at a nearby jetty. Beyond the hut, rushing waters surround two islands linked to each other by a bridge. The smaller island has a dock and a modest outpost
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
of the action during play, describing locations and creatures that the adventurers face with read-aloud text. The players decide what their characters do as they navigate hazards and choose what to
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Reading Ahead As the players familiarize themselves with the character options and adventuring gear described in the Basic Rules, take advantage of the opportunity to read ahead. “The Adventure
described here. For descriptions of rules-specific terms, see the Basic Rules.
Characters. This term refers to the adventurers run by the players. They are the protagonists in any D&D adventure. A group of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. The stalkers fight to the death. Storm Galas Windrage creates a storm to distract the characters and their allies before the coming battle. When the storm begins, read the following boxed text aloud
ends, Icingdeath and Twinkle are within 400 feet of Throatcutter, a warship, and Thunderstrike, a longship (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide for statistics). Read
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
-packed ways to get things moving. Story Kickoff d6 Event 1 On a quiet night, the tavern door bursts open and a group of soldiers calls for one of the party members by name. 2 An explosion rocks a
, blood is drawn, and bystanders are getting hurt. 5 Chanting words of the Draconic Prophecy, a dragon appears and starts causing mayhem. 6 A tavern patron suddenly leaps up and attacks one of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citlán. Once the players are ready, describe their characters’ approach to the village. Read or paraphrase the following description: Clouds rush overhead and dust swirls across the road to the
horseback spurs his mount and vanishes into the village.
The characters approach Milpazul at the same time as a group of bounty hunters searching for the outlaw Paloma. The man on horseback is the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the rules glossary essential.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
Running the Adventure The adventure, which is designed for a group of four or five 5th-level player characters, gets under way the morning after the characters arrive in the vicinity of the ruins and
make camp. When all of them have risen and finished preparing for the day’s travel, read: As you head toward the pyramid temple, you tread across cracked and overgrown flagstones, stepping over
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
. Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
have had a chance to get to know one another, read: Light rain begins to patter on the cobblestones as the sun sets behind the spires and towers of the city. You see a male vedalken in well-tailored