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Returning 35 results for 'concerns run grasping to her regions'.
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Kobold
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and rivers that run dry most of the year. Magic radiating from Xeluan’s tomb protects the town and the surrounding region from monster attacks and destructive natural occurrences, but the wards have
weakened since Xeluan’s heart cracked. Earthquakes that would normally be suppressed by the magic are now being felt, raising concerns that Oztocan is no longer safe.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and rivers that run dry most of the year. Magic radiating from Xeluan’s tomb protects the town and the surrounding region from monster attacks and destructive natural occurrences, but the wards have
weakened since Xeluan’s heart cracked. Earthquakes that would normally be suppressed by the magic are now being felt, raising concerns that Oztocan is no longer safe.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
still have sparse followers in nearby regions—and their portfolios. The ziggurat’s main entrance is buried beneath the sands and sealed from the inside. Characters who search for another entrance find the once-hidden secret door to area B1 near the top of the ziggurat.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
still have sparse followers in nearby regions—and their portfolios. The ziggurat’s main entrance is buried beneath the sands and sealed from the inside. Characters who search for another entrance find the once-hidden secret door to area B1 near the top of the ziggurat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well. A campaign featuring troubled heroes who
an abandoned building or tower. If you run horror adventures week after week, try using a villain who turns out to be ordinary, perhaps even silly. Comic relief is a great variation on almost any D&D campaign, though players usually provide it themselves.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lintels run the length of the passage. The corridor abruptly widens to a cube fifteen feet on a side with a corrugated floor. In the ceiling of this area, a bronze, circular trapdoor is set. The cover is
down. Each creature that starts its turn in this area must make a DC 13 Strength saving throw. (A character grasping the rungs of one of the ladders has advantage on the saving throw.) On a failed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well. A campaign featuring troubled heroes who
an abandoned building or tower. If you run horror adventures week after week, try using a villain who turns out to be ordinary, perhaps even silly. Comic relief is a great variation on almost any D&D campaign, though players usually provide it themselves.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lintels run the length of the passage. The corridor abruptly widens to a cube fifteen feet on a side with a corrugated floor. In the ceiling of this area, a bronze, circular trapdoor is set. The cover is
down. Each creature that starts its turn in this area must make a DC 13 Strength saving throw. (A character grasping the rungs of one of the ladders has advantage on the saving throw.) On a failed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. And then there’s the blob of annihilation. If you see it, run. And if you can’t get away from it, just hope you dissolve fast.
—Vi, Artificer of Eberron
The blob of annihilation is a coagulation
of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. And then there’s the blob of annihilation. If you see it, run. And if you can’t get away from it, just hope you dissolve fast.
—Vi, Artificer of Eberron
The blob of annihilation is a coagulation
of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
from countries or geographic regions to a single city, structure, mobile conveyance, or specific location. Domains Are Isolated. Each domain is surrounded by the Mists, its boundaries fading away into
. Domains Are Cages. Those who run afoul of a Darklord might find that the Mists prevent them from leaving the villain’s domain. Like a haunted house that conveniently seals its doors or summons a deadly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
patronage of a powerful clan leader or other prominent figure—perhaps working to make that person a viable head of state in the long run. The Heads of State table offers suggestions for the kind of work
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
patronage of a powerful clan leader or other prominent figure—perhaps working to make that person a viable head of state in the long run. The Heads of State table offers suggestions for the kind of work
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
from countries or geographic regions to a single city, structure, mobile conveyance, or specific location. Domains Are Isolated. Each domain is surrounded by the Mists, its boundaries fading away into
. Domains Are Cages. Those who run afoul of a Darklord might find that the Mists prevent them from leaving the villain’s domain. Like a haunted house that conveniently seals its doors or summons a deadly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
characters encounter, you can use the information presented later in this appendix to bring the encounter to life. The maps of Chult have regions marked as undead territory (lesser or greater). The
Wilderness Encounters table has separate columns you should use when determining encounters in these undead-infested regions, or in regions with no undead. If your players tire of random encounters, make
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
characters encounter, you can use the information presented later in this appendix to bring the encounter to life. The maps of Chult have regions marked as undead territory (lesser or greater). The
Wilderness Encounters table has separate columns you should use when determining encounters in these undead-infested regions, or in regions with no undead. If your players tire of random encounters, make
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a matter of fighting over territory, since both dwarves and giants often prefer to live in mountainous regions. But the myths told by both giants and dwarves on some worlds describe the conflict
animosity between elves and giants. Perhaps in your world, elves and giants have coexisted peacefully in separate regions of the world. Or maybe they warred fiercely: an elven thrower (a spear that is
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a matter of fighting over territory, since both dwarves and giants often prefer to live in mountainous regions. But the myths told by both giants and dwarves on some worlds describe the conflict
animosity between elves and giants. Perhaps in your world, elves and giants have coexisted peacefully in separate regions of the world. Or maybe they warred fiercely: an elven thrower (a spear that is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are in time for blood. The desecrater dwells there.”
He points to the Nettlebee ranch in the valley below the barrow. Then, he begins to run in that direction.
Uthgardt of the fierce Elk tribe, as
tribe are dangerous raiders. Most locals consider them to be savage bandits. Those who are from other regions know the Elk tribe reputation with a successful DC 10 Intelligence (History) check
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are in time for blood. The desecrater dwells there.”
He points to the Nettlebee ranch in the valley below the barrow. Then, he begins to run in that direction.
Uthgardt of the fierce Elk tribe, as
tribe are dangerous raiders. Most locals consider them to be savage bandits. Those who are from other regions know the Elk tribe reputation with a successful DC 10 Intelligence (History) check
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must
succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
scours Thay while the lich lord ignores all concerns other than his quest to become a god. If his mad plans are left to run their course, none will be left alive here to worship him.
“This is a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must
succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
confronted. Her tower contains enough rubble that she won’t run out of rocks to throw anytime soon. Any character who tries to allay Moog’s concerns by speaking to her calmly and soothingly in Giant can make a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. If you know that some elements of the game might run up against some players’ limits, list those elements in this box. See the “Hard and Soft Limits” section for examples.
Once the above information
question mark for a soft limit, indicate any potentially sensitive elements that are problematic. Add any other elements to avoid.
Hopes, Expectations, and Concerns. In the last two boxes, share any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
elements of the game might run up against some players’ limits, list those elements in this box. See the “Hard and Soft Limits” section for examples.
Once the above information is added, give a copy of
limit, indicate any potentially sensitive elements that are problematic. Add any other elements to avoid.
Hopes, Expectations, and Concerns. In the last two boxes, share any hopes and expectations for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
elements of the game might run up against some players’ limits, list those elements in this box. See the “Hard and Soft Limits” section for examples.
Once the above information is added, give a copy of
limit, indicate any potentially sensitive elements that are problematic. Add any other elements to avoid.
Hopes, Expectations, and Concerns. In the last two boxes, share any hopes and expectations for
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
). Supposedly the Fury—Sovereign of Passion and Madness—reaches the height of her power on this night. Emotions run high and impulse control runs low. Shy and superstitious folk stay indoors, while others see
divided into eight regions for the race, each of which is represented by a particular creature. The beasts of Lower Dura include the Gargoyle, the Glidewing, and the Griffon. Middle Dura fields the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
scours Thay while the lich lord ignores all concerns other than his quest to become a god. If his mad plans are left to run their course, none will be left alive here to worship him.
“This is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
confronted. Her tower contains enough rubble that she won’t run out of rocks to throw anytime soon. Any character who tries to allay Moog’s concerns by speaking to her calmly and soothingly in Giant can make a