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Returning 35 results for 'conclusion remaining guide to have resist'.
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Magic Items
Dungeon Master’s Guide
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
Magic Items
Tomb of Annihilation
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
Monsters
Eberron: Rising from the Last War
distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of
bred to be such vessels. They have no choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty
Monsters
Eberron: Rising from the Last War
that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid
who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession
Monsters
Eberron: Rising from the Last War
disadvantage on the next attack roll it makes before the end of its next turn.The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide
can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically
Monsters
Eberron: Rising from the Last War
. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and
choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty.
Most of the people of the Five Nations have
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Baphomet
d100
Flaw (lasts until cured)
01–20
“My anger consumes me. I can’t be
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8
pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
monsters
guide promising acolytes down the path to damnation, ensuring the unknowable aims of the Mythos come to pass.
Horrid Familiars. Owing to their otherwordly nature, rat-things cause the tides of magic to
ebb and flow. Their mere presence strengthens the magic of Mythos creatures, making their spells more difficult to resist.
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->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->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
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion When the characters defeat Hellenrae and her followers or convince them to guide them deeper into the temple, they are done with the monastery portion of the adventure. The Ancient Stair
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion When the characters defeat Hellenrae and her followers or convince them to guide them deeper into the temple, they are done with the monastery portion of the adventure. The Ancient Stair
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->Infernal Machine Rebuild
Mechanical Guide If the characters’ mechanical guide is lost or destroyed while they explore the Temple of Moloch, you can make use of a number of options to keep the characters from remaining
stranded in the past. Thessalar can repair or rebuild the guide for a suitable price, as can Moghadam if an overland trek is made to reach him. (The sculptors in the temple possess maps showing the way to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mechanical Guide If the characters’ mechanical guide is lost or destroyed while they explore the Temple of Moloch, you can make use of a number of options to keep the characters from remaining
stranded in the past. Thessalar can repair or rebuild the guide for a suitable price, as can Moghadam if an overland trek is made to reach him. (The sculptors in the temple possess maps showing the way to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Conclusion Destroying the Soulmonger frees the souls trapped inside it and ends Acererak’s death curse. Characters who accomplish this goal will have saved many lives, and if word spreads of their
Dungeon Master’s Guide). If the characters allow the atropal to survive in the depths of the tomb, it eventually attracts nihilistic devotees of Acererak who feed it their own dark souls as nourishment.
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
Dungeon Master’s Guide. Increase the reward from the faction, and the locals’ opinion of the adventurers, if the characters refuse to take money from the farm and ranch folk. Those people immediately set about rebuilding their lives.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mechanical Guide If the characters’ mechanical guide is lost or destroyed while they explore the Tomb of Horrors, you can make use of a number of options to keep the characters from remaining
stranded in the past. Moghadam might offer to repair or rebuild the guide for a suitable price, and Thessalar makes the same offer if an overland trek is made to reach him. (The sculptors in the tomb possess
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->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->Infernal Machine Rebuild
Mechanical Guide If the characters’ mechanical guide is lost or destroyed while they explore the Tomb of Horrors, you can make use of a number of options to keep the characters from remaining
stranded in the past. Moghadam might offer to repair or rebuild the guide for a suitable price, and Thessalar makes the same offer if an overland trek is made to reach him. (The sculptors in the tomb possess
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
Dungeon Master’s Guide. Increase the reward from the faction, and the locals’ opinion of the adventurers, if the characters refuse to take money from the farm and ranch folk. Those people immediately set about rebuilding their lives.
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->Tomb of Annihilation
Conclusion Destroying the Soulmonger frees the souls trapped inside it and ends Acererak’s death curse. Characters who accomplish this goal will have saved many lives, and if word spreads of their
Dungeon Master’s Guide). If the characters allow the atropal to survive in the depths of the tomb, it eventually attracts nihilistic devotees of Acererak who feed it their own dark souls as nourishment.
Compendium
- Sources->Dungeons & Dragons->Player’s 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 DM’s creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Dungeon Master’s Guide), the characters gain a level for completing this adventure. ABOUT THE ORIGINAL
Dave J. Brown and Don Turnbull bring the Saltmarsh trilogy to a conclusion in this
Compendium
- Sources->Dungeons & Dragons->Player’s 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 DM’s creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Dungeon Master’s Guide), the characters gain a level for completing this adventure. ABOUT THE ORIGINAL
Dave J. Brown and Don Turnbull bring the Saltmarsh trilogy to a conclusion in this