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Returning 35 results for 'conclusion retain god to have run'.
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Species
Player’s Handbook
Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
Monsters
Mythic Odysseys of Theros
settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
races
powerful lieutenants among the angelic hosts, strong enough to retain a semblance of their divine power following the tragedy. But an angel is not a god. An Arch Seraph cannot embody every aspect of a
At the conclusion of the Gods’ End, a thousand souls fell to Etharis like burning stars from the sky. The downcast had once been part of the celestial legions, but the death of the gods sent
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
;Kurtulmak: God of Kobolds” sidebar). In the world they occupy, kobolds are often bullied and enslaved by larger creatures — or, when they live on their own, they are constantly fearful of
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own.
Hobgoblins don’t build temples to their gods, lest
two and the more frequently honored. He is seen as a stoic, cold-blooded, and tyrannical leader, and hobgoblins believe he expects the same behavior from them. Bargrivyek is a god of duty, unity, and
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
d6
Flaw
1
I feel twinges of emotion, and it shames me that I am imperfect in this way.
2
I put too much credence in the dictates of a particular god.
3
I frequently
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Halaster rewards these mad zealots by transforming them into oozes that retain most of their memories and intelligence. These servants of Ghaunadaur believe the god himself has blessed them. The Mad Mage
Worshipers of Ghaunadaur The Caverns of Ooze have, at various times, served as a temple and sanctuary for worshipers of Ghaunadaur, the evil god of oozes, slimes, and other subterranean horrors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Halaster rewards these mad zealots by transforming them into oozes that retain most of their memories and intelligence. These servants of Ghaunadaur believe the god himself has blessed them. The Mad Mage
Worshipers of Ghaunadaur The Caverns of Ooze have, at various times, served as a temple and sanctuary for worshipers of Ghaunadaur, the evil god of oozes, slimes, and other subterranean horrors
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conclusion Once the characters free Theldin and return the smith to his home, they’ve completed their quest and earned their reward. If the characters didn’t already coax such a promise from Evin at
a reward; the city must preserve all the wealth it can now that its prized smith is gone. The fate of Brimskarda has a ripple effect on the region. Should the fire giant survive and retain control of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters. You can start the adventure with 1st-level characters or 5th-level characters. Either way, the characters should reach at least 11th level by the adventure’s conclusion. Because giants
recommend that you read the entire adventure before attempting to run it. This introduction begins with an “Adventure Background” section that summarizes the events that set the adventure in motion. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters. You can start the adventure with 1st-level characters or 5th-level characters. Either way, the characters should reach at least 11th level by the adventure’s conclusion. Because giants
recommend that you read the entire adventure before attempting to run it. This introduction begins with an “Adventure Background” section that summarizes the events that set the adventure in motion. The
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conclusion Once the characters free Theldin and return the smith to his home, they’ve completed their quest and earned their reward. If the characters didn’t already coax such a promise from Evin at
a reward; the city must preserve all the wealth it can now that its prized smith is gone. The fate of Brimskarda has a ripple effect on the region. Should the fire giant survive and retain control of
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters. You can run this adventure for as few as three or as many as six players. Depending on your play style
, this adventure may take several game sessions to complete, but by its conclusion the characters should advance to 10th level.
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters. You can run this adventure for as few as three or as many as six players. Depending on your play style
, this adventure may take several game sessions to complete, but by its conclusion the characters should advance to 10th level.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
and challenges that should keep a group entertained for multiple sessions. However, you can easily run a shorter version of the adventure, or even an exciting one-shot, by making the following
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
and challenges that should keep a group entertained for multiple sessions. However, you can easily run a shorter version of the adventure, or even an exciting one-shot, by making the following
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 (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->Waterdeep: Dungeon of the Mad Mage
was a temple complex dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain. Hidden inside is the tomb of Melair, king of the Melairkyn dwarves. Before running this level
, review the “Duergar” entry in the Monster Manual. That information will help you run and roleplay the duergar NPCs found throughout the Lost Level.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Conclusion With their exciting portals-based adventures in Luskan done, the characters attain 5th level! Just as importantly, they’ve learned that Dran Enterprises isn’t the real villain behind the
have been watching how well you run the business, and your mission in Luskan is all anyone is talking about! Our license has been expanded to cover a broader territory around Phandalin! And even better, I’ve been crunching the profit statements, and I think we’re ready to expand this headquarters!”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
was a temple complex dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain. Hidden inside is the tomb of Melair, king of the Melairkyn dwarves. Before running this level
, review the “Duergar” entry in the Monster Manual. That information will help you run and roleplay the duergar NPCs found throughout the Lost Level.
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->Acquisitions Incorporated
Conclusion With their exciting portals-based adventures in Luskan done, the characters attain 5th level! Just as importantly, they’ve learned that Dran Enterprises isn’t the real villain behind the
have been watching how well you run the business, and your mission in Luskan is all anyone is talking about! Our license has been expanded to cover a broader territory around Phandalin! And even better, I’ve been crunching the profit statements, and I think we’re ready to expand this headquarters!”
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->Volo's Guide to Monsters
legend of the creatures’ origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to
don’t worship Tiamat directly, they recognize her as the dragon-goddess of all chromatic dragons, and as the master of their racial god, Kurtulmak. KURTULMAK: GOD OF KOBOLDS
The god of kobolds was
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
legend of the creatures’ origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to
don’t worship Tiamat directly, they recognize her as the dragon-goddess of all chromatic dragons, and as the master of their racial god, Kurtulmak. KURTULMAK: GOD OF KOBOLDS
The god of kobolds was
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Orc MIKE PAPE Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Orc Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
ongoing campaign, or as a series that forms a campaign, bringing characters from level 1 to a climactic conclusion at level 12.
These adventures are designed to require minimal preparation (see
ready to play. Or maybe your group needs a break or a diversion from the ongoing campaign. In any of these cases, you can pick an adventure from this book and run it.
In an Ongoing Campaign Maybe
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Orc MIKE PAPE Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Running This Chapter This chapter opens with information about Avernus that you need to run the encounters and adventure locations that follow. The story picks up where it left off in chapter 2, with
. The Wandering Emporium provides a good place for the characters to rest and gather supplies that are otherwise hard to find in Avernus. At the conclusion of this chapter, the characters learn that the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Running This Chapter This chapter opens with information about Avernus that you need to run the encounters and adventure locations that follow. The story picks up where it left off in chapter 2, with
. The Wandering Emporium provides a good place for the characters to rest and gather supplies that are otherwise hard to find in Avernus. At the conclusion of this chapter, the characters learn that the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
ongoing campaign, or as a series that forms a campaign, bringing characters from level 1 to a climactic conclusion at level 12.
These adventures are designed to require minimal preparation (see
ready to play. Or maybe your group needs a break or a diversion from the ongoing campaign. In any of these cases, you can pick an adventure from this book and run it.
In an Ongoing Campaign Maybe