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Returning 31 results for 'claiming walk religions'.
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clanging walk religious
climbing walk religious
claiming walk religion
claiming walk religious
clanging walk regions
races
Dragonborn walk with pride through a world that greets them with equal parts fear and admiration. Their powerful resemblance to dragons makes them remarkable among other common folk. Thick scales
missionaries began teaching their own religions to the dragonborn that remained—of the Aetheric War and the Divine Seraphs. The dragonborn came to believe that their gods had not abandoned them
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness. At length, the worst effects of the
was altered forever. True clerics, who once worked miracles on behalf of their gods, had vanished. While some people remained devout, many others turned to false religions in search of answers and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness. At length, the worst effects of the
was altered forever. True clerics, who once worked miracles on behalf of their gods, had vanished. While some people remained devout, many others turned to false religions in search of answers and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
religions led by charismatic prophets, kingdoms ruled by lasting dynasties, and shadowy societies that seek to master long-lost magic. The influence of such factions waxes and wanes as they compete with each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
religions led by charismatic prophets, kingdoms ruled by lasting dynasties, and shadowy societies that seek to master long-lost magic. The influence of such factions waxes and wanes as they compete with each
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tree Cottage of the Three Mothers Mother Stag’s cottage stands an hour’s walk deeper into the woods. While the characters travel with her, they have no trouble with the sunbeams. Within a clearing
crowns be worn at all times for the characters’ own safety, claiming (truthfully) that the crowns will allow the characters to see the sunbeam tripwires and step safely through them. However, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tree Cottage of the Three Mothers Mother Stag’s cottage stands an hour’s walk deeper into the woods. While the characters travel with her, they have no trouble with the sunbeams. Within a clearing
crowns be worn at all times for the characters’ own safety, claiming (truthfully) that the crowns will allow the characters to see the sunbeam tripwires and step safely through them. However, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
who currently controls the Sapphire Throne—Ramya or Arijani and Reeva. Either faction is likely to notice the party and court them as potential allies. The characters then walk the fine line detailed in
Kalakeri Adventures table when planning adventures in this domain. Kalakeri Adventures d10 Adventure
1 Bandits takes over the village of Neelakurinji, claiming Ramya or Arijani as their leader
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
who currently controls the Sapphire Throne—Ramya or Arijani and Reeva. Either faction is likely to notice the party and court them as potential allies. The characters then walk the fine line detailed in
Kalakeri Adventures table when planning adventures in this domain. Kalakeri Adventures d10 Adventure
1 Bandits takes over the village of Neelakurinji, claiming Ramya or Arijani as their leader
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
: Flaming Fist mercenaries, the Watch
Commerce: Dyes, fish, imports from Chult, mercenaries, nautical supplies
Organizations: The Guild, neighborhood crews, trade guilds
Religions: Gond, Tymora
ropes and canted sail symbolized the web of secrets and intrigue that mark a pirate captain’s life.
Today, some optimistic souls try to recast the seal, claiming its calm waters represent the city’s
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that no enemies followed them this far. Characters can walk straight into the camp without having their identities seriously challenged. In fact, the bolder they are, the more likely they are to blend
first day, they find it more difficult, since there’s very little traffic in and out of the camp on a normal day. They’ll need a good story and a successful DC 10 Charisma (Deception) check to walk
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that no enemies followed them this far. Characters can walk straight into the camp without having their identities seriously challenged. In fact, the bolder they are, the more likely they are to blend
first day, they find it more difficult, since there’s very little traffic in and out of the camp on a normal day. They’ll need a good story and a successful DC 10 Charisma (Deception) check to walk
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them this far. Characters can walk straight into the camp without having their identities seriously challenged. In fact, the bolder they are, the more likely they are to blend right in. Players may be
first day, they find it more difficult, since there’s very little traffic in and out of the camp on a normal day. They’ll need a good story and a successful DC 10 Charisma (Deception) check to walk past
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them this far. Characters can walk straight into the camp without having their identities seriously challenged. In fact, the bolder they are, the more likely they are to blend right in. Players may be
first day, they find it more difficult, since there’s very little traffic in and out of the camp on a normal day. They’ll need a good story and a successful DC 10 Charisma (Deception) check to walk past
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
mercenaries, the Watch
Commerce: Dyes, fish, imports from Chult, mercenaries, nautical supplies
Organizations: The Guild, neighborhood crews, trade guilds
Religions: Gond, Tymora, Umberlee, any
sail symbolized the web of secrets and intrigue that mark a pirate captain’s life.
Today, some optimistic souls try to recast the seal, claiming its calm waters represent the city’s desire to remain a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
: Flaming Fist mercenaries, the Watch
Commerce: Dyes, fish, imports from Chult, mercenaries, nautical supplies
Organizations: The Guild, neighborhood crews, trade guilds
Religions: Gond, Tymora
ropes and canted sail symbolized the web of secrets and intrigue that mark a pirate captain’s life.
Today, some optimistic souls try to recast the seal, claiming its calm waters represent the city’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
mercenaries, the Watch
Commerce: Dyes, fish, imports from Chult, mercenaries, nautical supplies
Organizations: The Guild, neighborhood crews, trade guilds
Religions: Gond, Tymora, Umberlee, any
sail symbolized the web of secrets and intrigue that mark a pirate captain’s life.
Today, some optimistic souls try to recast the seal, claiming its calm waters represent the city’s desire to remain a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
storm, slow
7th
freedom of movement, ice storm
9th
commune with nature, cone of cold
Coast Druid Level Spells 3rd
mirror image, misty step
5th
water breathing, water walk
7th
darkness, Melf's acid arrow
5th
water walk, stinking cloud
7th
freedom of movement, locate creature
9th
insect plague, scrying
Underdark Druid Level Spells 3rd
spider climb, web
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
storm, slow
7th
freedom of movement, ice storm
9th
commune with nature, cone of cold
Coast Druid Level Spells 3rd
mirror image, misty step
5th
water breathing, water walk
7th
darkness, Melf's acid arrow
5th
water walk, stinking cloud
7th
freedom of movement, locate creature
9th
insect plague, scrying
Underdark Druid Level Spells 3rd
spider climb, web
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, it’s rumored, the trio has even trod the streets of Baldur’s
worshipers are small in number, their resources have hidden depths. Since the time when the Bhaalspawn Sarevok plotted to start a war between Baldur’s Gate and Amn as a path to claiming Bhaal’s power
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, it’s rumored, the trio has even trod the streets of Baldur’s
worshipers are small in number, their resources have hidden depths. Since the time when the Bhaalspawn Sarevok plotted to start a war between Baldur’s Gate and Amn as a path to claiming Bhaal’s power
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, it’s rumored, the trio has even trod the streets of Baldur’s
worshipers are small in number, their resources have hidden depths. Since the time when the Bhaalspawn Sarevok plotted to start a war between Baldur’s Gate and Amn as a path to claiming Bhaal’s power
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, it’s rumored, the trio has even trod the streets of Baldur’s
worshipers are small in number, their resources have hidden depths. Since the time when the Bhaalspawn Sarevok plotted to start a war between Baldur’s Gate and Amn as a path to claiming Bhaal’s power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Each plane is adjacent to two others, but there’s no necessary cohesion between adjacent planes; a traveler can walk from the slopes of Mount Celestia onto the slopes of Gehenna. Mount Olympus. In the
eternal city, or by four cities that each represent a different aspect of reality. The Celtic cosmology has an otherworld, called Tír na nÓg, and the cosmologies of some religions inspired by Asian
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Each plane is adjacent to two others, but there’s no necessary cohesion between adjacent planes; a traveler can walk from the slopes of Mount Celestia onto the slopes of Gehenna. Mount Olympus. In the
eternal city, or by four cities that each represent a different aspect of reality. The Celtic cosmology has an otherworld, called Tír na nÓg, and the cosmologies of some religions inspired by Asian
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
worked on refining its latest and greatest invention. The new creation might have been little metal knights that walk and fight and knock each other over, elaborate coffers with locks that latch
their century away, and now that they are returned, are they happy to be here, or does it seem like their world has once more been ripped away? Some ships claiming to be from returned Lantan have
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
worked on refining its latest and greatest invention. The new creation might have been little metal knights that walk and fight and knock each other over, elaborate coffers with locks that latch
their century away, and now that they are returned, are they happy to be here, or does it seem like their world has once more been ripped away? Some ships claiming to be from returned Lantan have
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cruel existence. The Mind’s Eye disagrees with both of the others, claiming that the gods are legitimate and that every individual can become one. True potential lies within; it’s an ingot waiting to
attempt to detain the characters with their pincered polearms and walk them to the city courts. Failing that, they try to knock the characters unconscious and place them in shackles. Development
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cruel existence. The Mind’s Eye disagrees with both of the others, claiming that the gods are legitimate and that every individual can become one. True potential lies within; it’s an ingot waiting to
attempt to detain the characters with their pincered polearms and walk them to the city courts. Failing that, they try to knock the characters unconscious and place them in shackles. Development
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites
when contact with spirits occurs. The White Hands. Shamans who heed the telepathic whispers of Yurtrus walk the perilous line between the living and the dead, and gain uncanny powers from doing so
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites
when contact with spirits occurs. The White Hands. Shamans who heed the telepathic whispers of Yurtrus walk the perilous line between the living and the dead, and gain uncanny powers from doing so