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Returning 35 results for 'compare world running'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
than a blurry streak of color. Only when it stops running do its small, slender form and cold, cruel eyes become apparent.
Quicklings owe their existenceâand their plightâto the Queen of
rain drifts earthward like lazy snowflakes, and lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, sonorous speech
Monsters
The Wild Beyond the Witchlight
as he deals with staff and keeps the carnival running on schedule. A smile on his visage is a rare event, and it fades quickly.
Mister Witch dresses with panache, though in muted tones, and always
to reckless acts.â
Bond. âThis carnival is our opportunity for a new life, far away from the gloomy world we came from.â
Flaw. âIâm too confident in my own authority to
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie
scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragonâs skull and another at the tip of the nose; the two horns
Monsters
Fizban's Treasury of Dragons
components and using Charisma as the spellcasting ability (spell save DC 15):
1/day each: calm emotions, faerie fireAncient legends suggest that when the gods came to the First World and tried to
dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins
Monsters
Fizban's Treasury of Dragons
Spellcasting.Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic
with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragonâs skull and another at the tip of the
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragonâs skull and another at the tip of the nose; the two horns
Magic Items
Tashaâs Cauldron of Everything
a random destination, which could be on a different world of the Material Plane.
Destroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the toothâs story
feet and your high jump is up to 15 feet, with or without a running start.
10
Legendry of Phantoms and Ghosts (obsidian human molar)
1 giant octopus, 1 mage, 1 specter
As an action, you can use
Backgrounds
Guildmastersâ Guide to Ravnica
construction and architecture â primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Creativity. Half the worldâs troubles come from stodgy thinking, stuck in the past. We need innovative
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmastersâ Guide to Ravnica
their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.
Clans and Community
Centaurs sense the interconnectedness of the natural world. Thus
natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
Homemade Worlds Running your campaign in a world of your own creation? Here are tips for introducing some of this bookâs character options to your world, skipping options that have obvious applications in a world.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Introduction This bestiary is for storytellers and world-builders. If you have ever thought about running a Dungeons & Dragons game for your friends, either a single nightâs adventure or a long
-running campaign, this tome contains page after page of inspiration. Itâs your one-stop shop for creatures both malevolent and benign. Some of the creatures that inhabit the worlds of D&D have origins
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Introduction: Into the Feywild This Dungeons & Dragons adventure begins in a world of your choosingâperhaps a world of your own creationâthen ventures into the Feywild. Also known as the Plane of
Faerie, the Feywild is a place of wonder and whimsy ruled by unfettered emotion. Before running this adventure, please read the âFeywildâ section in the Dungeon Masterâs Guide, as it contains useful
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Alien Technology The spaceship contains technological devices from another world. The following items are detailed in the Dungeon Masterâs Guide: Antimatter rifle Energy cell Laser pistol Laser rifle
out how to use it, another to figure out how to load it). Each time a character makes a check, compare the result to the Figuring Out Alien Technology table. Consider having the item break if a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
enormous library located on the Sword Coast in the Forgotten Realms setting. If youâre not running a Forgotten Realms campaign, you can adapt the adventures in this book for other settings
, substituting any large library similar to Candlekeep. Examples from other published D&D settings include the following: On the world of Exandria, the Soltryce Academy in Rexxentrum (a large city on the
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. Itâs where one sends oneâs servants.
5
of an adult deep dragon.
7
An adult deep dragon has ended up rearing a young brass dragon and is running out of patience for the young dragonâs mischief.
8
An adult deep dragon takes
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Introduction Itâs good to be the Dungeon Master! Not only do you get to tell fantastic stories about heroes, villains, monsters, and magic, but you also get to create the world in which these stories
live. Whether youâre running a D&D game already or you think itâs something you want to try, these rules are for you. The Dungeon Masterâs Guide assumes that you know the basics of how to play the D
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Introduction: Wildspace Awaits! This Dungeons & Dragons adventure begins in a world of your choosing, then ventures into Wildspace and the Astral Sea. The characters navigate these environments
aboard ships that can traverse vast distances by using a magical form of travel known as spelljamming. Before running this adventure, read the Astral Adventurerâs Guide, which contains information about
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the player characters links it to the next one. Other campaigns involve long-running plots, a cast of recurring NPCs, and themes that span multiple adventures, leading toward a climactic conclusion. As
with adventures, a DM might create a campaign from scratch, assemble a campaign from published adventures, or mix homemade material with published material. And the campaign might take place in a world of the DMâs creation or in a published campaign setting.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion The orcs are slain, scattered, or sent running back to their lodges. Farmers and ranchers hail the characters as heroes and pool meager resources to offer a reward of 25 gp per character
. Members of the Emerald Enclave or Order of the Gauntlet receive appropriate kudos. Those could include renown, if youâre using the optional rule described in chapter 1, âA World of Your Own,â of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
balanced coverage of world events. They are usually a little slanted in favor of their home nations. Propaganda. Some newspapers, such as the Voice of Breland and similar papers in other nations, print
fiercely partisan news that seems designed to fan the flames of resentment that linger after the Last War. Running Your Own. Rather than work for an existing outlet, you can run your own newspaper. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
campaign is the series as a whole. But while itâs worthwhile to compare an adventure to these other forms of storytelling, remember that an adventure isnât a complete story until you play it. Your players
Players need to feel like theyâre in control of their characters, the choices they make matter, and what they do has some effect on the outcome of the adventure and on the game world. Keep that in mind
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
vessel shortly after leaving the charactersâ world, but the characters have time to finish a short rest before the enemy ship arrives. Before running this chapter, familiarize yourself with chapter 2 of
course for the Rock of Bral. Now is the time for you to determine where the Rock of Bral is situated relative to the charactersâ home world. Once youâve determined the Rock of Bralâs location in
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
the player characters links it to the next one. Other campaigns involve long-running plots, a cast of recurring NPCs, and themes that span multiple adventures, leading toward a climactic conclusion. As
world of the DMâs creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Masterâs Guide).
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. Spells and equipment mentioned in
giving a small group additional resources, as explained in the Dungeon Masterâs Guide. Each of the adventures can take place in any world you choose, as long as the location has the basic elements listed at the beginning of each adventure.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Skytower Shelter Skytower Shelter is one of two goliath settlements described in this chapter, the other being Wyrmdoom Crag (see "Wyrmdoom Crag"). Read both entries before running encounters in
either location. Also review the âGoliathsâ entry in appendix C, in particular the âSpine of the World Goliathsâ section. There is also a list of goliath names you can draw from, as needed. Characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter This chapter begins after the characters retrieve the second piece of the Rod of Seven Parts. The characters can knit the pieces together or keep them separate, as described in
the introduction. Regardless, when a character holds the second piece of the rod, they intuitively know that the next piece is located somewhere on the continent of Khorvaire on the world of Eberron
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter This chapter begins after the characters retrieve the fifth piece of the Rod of Seven Parts. A character who holds that piece instinctively knows that the sixth piece is located
on the Isle of Serpents on Oerth, a world known for its legendary dungeons and magical treasures. The characters arrive on the island in time to witness a battle between a kraken and a crew of
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Creating a Campaign The world you create is the stage for the adventures you set in it. You donât have to give more thought to it than that. You can run adventures in an episodic format, with the
characters as the only common element, and also weave themes throughout those adventures to build a greater saga of the charactersâ achievements in the world. Planning an entire campaign might seem like
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures later in this introduction).
One-Shot Adventure Maybe youâre normally a player in an ongoing campaign, but you want to try your hand at being the Dungeon Master. Maybe youâre
campaign, and you want to give them a change of pace before they get immersed in the next act of the unfolding drama. Or theyâre traveling halfway around the world, and youâre looking for something to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and dangers heroes might encounter when they venture out to sea. RUNNING NAUTICAL ADVENTURES
Running adventures involving ships and the sea doesnât need to be daunting, especially not in a world as
journeys is ultimately up to you and the players to decide, but consider cleaving to what the group thinks is fun rather than stretching for unnecessary accuracy (whatever that might mean for a world
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
5th level and are ready for Light of Xaryxis! To Be Continued!
The adventure doesnât stop here! The fate of the world is at stake, and the adventurers are well suited to take on the challenge of
if youâre running these adventures as a part of the D&D Adventurers League Forgotten Realms campaign, begin Light of Xaryxis in Neverwinter.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 4: Building Eberron Adventures Get your own Eberron adventures up and running using the inspiration in this chapter. Eberron is filled with political intrigue, extraplanar threats, magical
mysteries, and back-alley detective work â all in the context of a world emerging from the turmoil of war. The tables and advice in this chapter expand on the material in chapter 3 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
evil acts. At Krokulmarâs command, Markos is using a book called The Celestial Codex to bring part of Krokulmar into the world. The bookâs rightful owner hired adventurers to retrieve The Celestial
. Body horror is a recurring theme in this adventure; before running it, discuss with your players their level of comfort with these elements. A friendly spirit appears as a disembodied head, warning
heroes about the dangers that await them in Delphi Mansion
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth. In such a situation, you can call on
characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a short-term or long-term form of madness that you choose or determine randomly, as detailed in chapter 8, "Running the Game.â






