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Returning 35 results for 'concept relatively group to have rate'.
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Monsters
Fizban's Treasury of Dragons
wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
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
Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began
Monsters
Quests from the Infinite Staircase
destroy Nafas is to take his place.
Nafas as a Patron
In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha’s Cauldron of Everything). In
, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas&rsquo
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and
the goliath concept of fair play.
A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips
Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge
accidentally insulted a deep dragon is tormented by the dragon’s servants in ways that can’t be tied to the dragon conclusively.
3
A group of cyclops;cyclopes wants a deep dragon to protect
Monsters
Fizban's Treasury of Dragons
.
7
A group of stone giant;stone giants believes a young sapphire dragon to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
races
. Founded in the Bürach Empire by a group of ambitious wizards who chafed under the limitations imposed upon them by government bureaucracy, Ulmyr’s Gate boasted free study for all mages who sought
determine.Speed: 30 feetAge: The Disembodied mature at a much slower rate than the Humanoids they once were, with their life expectancy doubled or even tripled.
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
, 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
Kobold
Legacy
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
Orc
Legacy
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Species
Volo's Guide to Monsters
diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.
Booming Birth Rate
In order to replenish the casualties of their endless warring
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
Firbolg
Legacy
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Species
Volo's Guide to Monsters
the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.
Hidden
adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
-powered gnomish contraption doesn’t travel at a normal rate, since the magic, engine, or wind doesn’t tire the way a creature does and the air doesn’t contain the types of obstructions found on land. When a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
relatively innocent investigations can lead into the shadowy underbelly of society and become more dangerous, but most adventurers prefer the more dangerous kinds of inquisitive work. Your group might
Types of Inquisitive Work Much of the work done by inquisitives is relatively mundane: collecting evidence of marital infidelity, investigating insurance fraud, or finding runaways. Sometimes these
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
can be a good idea in a game that features nonstop peril and a high rate of character death. If your group agrees to the premise, have each player keep one or two additional characters on hand, ready
Small Groups Most of the time, each player runs one character. The game plays best that way, without overwhelming anyone. But if your group is small, players can control more than one character. Or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
-powered gnomish contraption doesn’t travel at a normal rate, since the magic, engine, or wind doesn’t tire the way a creature does and the air doesn’t contain the types of obstructions found on land. When a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
relatively innocent investigations can lead into the shadowy underbelly of society and become more dangerous, but most adventurers prefer the more dangerous kinds of inquisitive work. Your group might
Types of Inquisitive Work Much of the work done by inquisitives is relatively mundane: collecting evidence of marital infidelity, investigating insurance fraud, or finding runaways. Sometimes these
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
can be a good idea in a game that features nonstop peril and a high rate of character death. If your group agrees to the premise, have each player keep one or two additional characters on hand, ready
Small Groups Most of the time, each player runs one character. The game plays best that way, without overwhelming anyone. But if your group is small, players can control more than one character. Or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
also plan for the future, 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
also plan for the future, 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.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
pays each member of your group an amount equal to 10 gp × the average level of your characters per day you spend on the mission. House Services. When you require the services provided by your patron
house, you can secure them at a discounted rate (10 percent off the normal charge). You might also be able to trade in a favor to get extraordinary services or a larger discount. Independence. Each
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
also plan for the future, 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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
also plan for the future, 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.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
pays each member of your group an amount equal to 10 gp × the average level of your characters per day you spend on the mission. House Services. When you require the services provided by your patron
house, you can secure them at a discounted rate (10 percent off the normal charge). You might also be able to trade in a favor to get extraordinary services or a larger discount. Independence. Each
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
these hired helpers to prominence for their importance to the campaign story. And, of course, for comic effect. When the characters are relatively low level, an Acquisitions Incorporated style of play can
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
these hired helpers to prominence for their importance to the campaign story. And, of course, for comic effect. When the characters are relatively low level, an Acquisitions Incorporated style of play can
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers to solve a mystery or to acquire a harmless curio. A Concordian could be tied to the party’s group patron (see chapter 1) — the owner of the newspaper, a major donor to the university, or
mercenaries who are increasing in power and status at the same rate they are. Whether they interact with the Aurum as ally or enemy, at some point the adventurers might well realize that the Concordians
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
terrain. They can travel 2 hexes per day if they’re traveling by canoe on a river or lake. The rate of travel up or down river is the same; the rivers are so sluggish that current is almost imperceptible
. Without canoes, the normal rate of travel along a river is the same as through the surrounding terrain. Canoes move 1 hex per day through swamp. If characters move at a fast pace, the easiest way to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
terrain. They can travel 2 hexes per day if they’re traveling by canoe on a river or lake. The rate of travel up or down river is the same; the rivers are so sluggish that current is almost imperceptible
. Without canoes, the normal rate of travel along a river is the same as through the surrounding terrain. Canoes move 1 hex per day through swamp. If characters move at a fast pace, the easiest way to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for protection from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers to solve a mystery or to acquire a harmless curio. A Concordian could be tied to the party’s group patron (see chapter 1) — the owner of the newspaper, a major donor to the university, or
mercenaries who are increasing in power and status at the same rate they are. Whether they interact with the Aurum as ally or enemy, at some point the adventurers might well realize that the Concordians
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cosmic Horror Plots Adventures in cosmic horror realms are bleak, desperate affairs where the best one can hope for is to survive relatively intact. There is no stopping the ultimate evil, but
sapient, unholy tome from reaching a group of cultists.
3 Save the inheritors of an ancient sect before they transform into horrors.
4 Stop the sacrifice of a young noble by those who
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
facilitate trade and travel between Waterdeep and the lands of the north. Recently, a relatively peaceful lizardfolk tribe living in the vicinity of the High Road was forced to relocate when a group of rot
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a new class, the artificer, that reflect the flavor of the world. It also presents group patrons, a new concept that adds a shared purpose to your party of adventurers. You can use this material in