Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conclusion remaining group to have rushing'.
Other Suggestions:
confusion reminding group to have rusting
conclusion reminding groups to have rusting
confusion remaining groups to have rusting
confusion reminding groups to have rushing
conclusion reminding grasp to have rusting
Monsters
The Book of Many Things
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
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
Magic Items
Curse of Strahd
she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a
;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Monsters
Fizban's Treasury of Dragons
pit fiend to buy back the soul of a legendary hero.
2
A group of adult red dragon;adult red and adult silver dragon;silver dragons set aside their differences to learn wisdom from an ancient
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
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
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Conclusion Once the characters defeat Ulsedra Vox, any cultists remaining inside the temple flee when told their leader is gone. The characters can easily leave the building. On the temple’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion Should the characters obtain the Bag of Devouring, they eventually discover its true nature. What they do with it at that point is up to them. If they tell Ylagan that the bag devoured his
precious gemstones, the dragon is relieved to learn the truth and regrets his behavior toward the modrons. Contrite, he vows to protect the remaining modrons and watch over them. Ylagan allows the
Magic Items
Lost Laboratory of Kwalish
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Race to Destruction After the characters despoil the third shrine in the Temple of Elemental Evil, the remaining cult sends a powerful force with a devastation orb from the Fane of the Eye (see
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Conclusion The adventure in the House of Cards concludes when the mask is placed on the face of the soulless character or if the soulless character dies before their soul is returned. When the mask
. Not even a Wish spell can return them to life. Option: Mask Bound
Instead of dissolving, the mask could endure with the character’s soul remaining bound to it. In this case, the character must wear
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, Hoard of the Dragon Queen. By this adventure’s conclusion, the characters should reach approximately 15th level. Four characters is the ideal party size. If your group is smaller than that, consider
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Sea Ghost In the next part of the adventure, the council asks the characters to take the fight to the remaining smugglers. A few days after their triumphant return from the destruction of the
seek to reestablish their operation from some other base, asks the characters to apprehend this vessel and put an end, once and for all, to the smuggling. A reward of 400 gp is offered to the characters for the successful conclusion of the mission.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Hoard of the Dragon Queen. By this adventure’s conclusion, the characters should reach approximately 15th level. Four characters is the ideal party size. If your group is smaller than that, consider
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Characters who defeat Grumink, Obratu, and their minions can explore the rest of the shrine. If the find the bodies of the slain priests and acolytes in the dormitory (area D4), they can
search the Vale of Dancing Waters for other dwarven enclaves. During their search, they stumble upon a group of dwarves traveling through in the vale. The dwarves are horrified to learn what has
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, Hoard of the Dragon Queen. By this adventure’s conclusion, the characters should reach approximately 15th level. Four characters is the ideal party size. If your group is smaller than that, consider
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
No Silent Secret “No Silent Secret” is a short adventure for a party of four to six 1st-level characters, who will advance to at least 2nd level by the adventure’s conclusion. At the outset, choose
choosing a polis allows the group to get a glimpse of their potential “hometown,” this setting serves as a backdrop only briefly, with much of the adventure taking place far from the safety of civilization.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
helped solve the murder in the Passenger Car (area E7), characters who disembark in Mechanus see Ignatius Inkblot, the mind flayer detective, escorting the cambion Abernathy Vernus off the train and into the waiting arms of a group of modrons.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides
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
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
pattern spell, the minions would make a total of seven saving throws against the spell: six for thirty minions divided into six groups of five, and one more save for the remaining group of four minions.
Optional Rule: Group Saving Throws Though minions often make saving throws individually, there are times when rolling individual saving throws for each minion could slow down the fight, like when a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion If the characters accomplish all their objectives — rescuing the surviving hermits, destroying the drowned ones and their leader, and sealing the opening in the Pit of Hatred — things soon
return to normal on Firewatch Island and the communities of the nearby coast. The surviving hermits abandon the island, but a new group settles there before long. Or, Feldrin Kane, the Uskarn bailiff
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion After the characters defeat or placate Izel, the remaining salamanders and fire snakes in the region return to the Plane of Fire. Without offerings being made to awaken the region’s other
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Conclusion When the characters successfully deliver the key (Prisoner 13’s keystone tattoo), Varrin’s joy and relief crack his usually reserved exterior, and he sends his agents to open the vault and
reveal the lost Axebreaker treasure (he won’t allow the characters to be present for the vault opening). While much of the clan’s stolen wealth has been spent, there’s still a great fortune remaining
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion When the characters successfully deliver the key (Prisoner 13’s keystone tattoo), Varrin’s joy and relief crack his usually reserved exterior, and he sends his agents to open the vault and
reveal the lost Axebreaker treasure (he won’t allow the characters to be present for the vault opening). While much of the clan’s stolen wealth has been spent, there’s still a great fortune remaining
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a hero’s welcome. They are granted Saltmarsh citizenship, and a house is set aside for them to use
stronghold and provides guidance on how to play out those events. If you and the group want to move on to other challenges instead, a full-scale assault on the fortress takes place about fourteen days after
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides
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
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->Acquisitions Incorporated
grew, so too did its demand for willing and able-bodied adventurers. However, a limited payroll meant having to settle for one or the other. After coming to the conclusion that a mission statement best
intern died on his second assignment with the company. But like all good leaders, Omin Dran understood that truisms cut two ways, and he led the remaining team on a legendary trek through the Nine Hells to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaign whenever your story reaches its natural conclusion. Make sure you allow space and time near the end of your campaign for the characters to finish up any personal goals. Their own stories need
unfinished goals a chance to finish them before the very end. Once the campaign has ended, a new one can begin. If you intend to run a new campaign for the same group of players, using their previous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a villain and a group of minions in a battle to the finish. 2 The adventurers chase a villain while dodging obstacles designed to thwart them, leading to a final confrontation in the villain’s refuge
conclusion, arriving just as that plan is about to be completed. 5 A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites. 6 An ally
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
explore in the next campaign.) You don’t have to take a campaign all the way to level 20 for it to be satisfying; wrap up the campaign whenever the story reaches its natural conclusion. Allow time near
run a new campaign for the same group of players in the same setting, using their previous characters’ actions as the basis for legends is one way to invest your players in the new campaign. Let the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Aftermath After Gragonis and his four guards are defeated, the remaining mercenaries scatter and the battlefield encounter ends. The mercenaries’ retreat is further motivated by the arrival of their
horrified commander, Cudgel Ironsmile, along with Mayor Raven, Becklin, and several burly spectators. The group has already seen some fighting, as treacherous mercenaries tried and failed to kill
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion After Kirina’s formal arrest, Uzoma demands an immediate investigation of High Priest Kedjou’s lodgings to confirm the characters’ claims. Bolstered by Prince Simbon’s influence, she
drives immediate action. The characters might join her, Simbon, and a group of guards in a surprise visit to Kedjou’s chambers, where the high priest is caught off guard. His research notes—matching the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Conclusion With this first episode completed, the characters attain 2nd level! But even as they get to bask in the warm glow of that achievement, they must return to Acquisitions Incorporated to
report. Omin Dran is there to meet with them when they do. If the characters were successful and dealt with Captain Truff in good faith, Omin gives them the promised reward of 400 gp for the group (500 gp