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Returning 35 results for 'conclusion revering gain to have rejection'.
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Classes
Player’s Handbook
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Character Advancement Ideally, the characters are 9th level when they first arrive at Ythryn. You decide how quickly they advance in level. Treat the following as suggestions: The characters gain a
level after overcoming the challenges of all eight towers of magic (areas Y4, Y7, Y11, Y18, Y20, Y22, Y24, and Y26). The characters gain a level when they reach Iriolarthas’s study (area Y19q). The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Conclusion Great heroes rebound from losses to fight even harder for the cause they believe in. Thanks to raise dead, a lost battle is a setback, not a defeat. It’s a wake-up call to any players who
assumed that the characters’ victory was assured. The Cult of the Dragon is committed to its goal and will stop at nothing to achieve it. The characters must be even more committed to theirs. The characters gain a level at the end of this event.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Conclusion Great heroes rebound from losses to fight even harder for the cause they believe in. Thanks to raise dead, a lost battle is a setback, not a defeat. It’s a wake-up call to any players who
assumed that the characters’ victory was assured. The Cult of the Dragon is committed to its goal and will stop at nothing to achieve it. The characters must be even more committed to theirs. The characters gain a level at the end of this event.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Garden. The characters gain 1 level when they enter the ship’s third level for the first time. Completing the Adventure. The characters gain 1 level upon completing the adventure. If you follow this
method, the characters should reach 13th level by the adventure’s conclusion.
About the Original
Published in 1980, Expedition to the Barrier Peaks was designed by Gary Gygax to introduce D&D
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Returning the Books of Prophecy. The characters gain 1 level when they deliver the second set of Books of Prophecy to Shalfey. If you follow this method, the characters should reach 6th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the characters gain 1 level. Escaping the Ziggurat. The characters gain 1 level on completing the adventure, either by escaping the ziggurat or further exploring its depths (see the “Extending the
Adventure” section). If you follow this method, the characters should reach 4th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter. Much of part 2 can transpire in any order, with the characters advancing 3 levels, as detailed in chapter 4. At the conclusion of chapter 14, characters gain multiple levels at once. The Character
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Conclusion The attackers might win this fight and kill all the characters. However, that doesn’t need to end the adventure. Healers in the Order of the Gauntlet, the Harpers, and the Emerald Enclave
Severin that the meddling adventurers are dead, they’ll be written off as a threat. If the raised characters make an effort to keep out of sight of the cult’s spies, their next blow against the cult could come as a complete surprise. The characters gain a level at the end of this event.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Conclusion Because the cult has underestimated the heroes’ strength, this first assault is doomed to fail. However, try to ensure that at least one cultist escapes to report what happened. If no one
characters and exclaim, “The dragons rise! You cannot stop us!” The characters gain a level at the end of this event.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Conclusion The attackers might win this fight and kill all the characters. However, that doesn’t need to end the adventure. Healers in the Order of the Gauntlet, the Harpers, and the Emerald Enclave
Severin that the meddling adventurers are dead, they’ll be written off as a threat. If the raised characters make an effort to keep out of sight of the cult’s spies, their next blow against the cult could come as a complete surprise. The characters gain a level at the end of this event.
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->Tyranny of Dragons
Conclusion If the characters rescue him, Varram remains incoherent until he receives healing magic or finishes a long rest. Once his health is restored, the fallen wyrmspeaker is quick to accept his
reclaimed by the cult, and is presently at the Well of Dragons. The characters gain a level at the end of this chapter.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Conclusion If the characters rescue him, Varram remains incoherent until he receives healing magic or finishes a long rest. Once his health is restored, the fallen wyrmspeaker is quick to accept his
reclaimed by the cult, and is presently at the Well of Dragons. The characters gain a level at the end of this chapter.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Conclusion Because the cult has underestimated the heroes’ strength, this first assault is doomed to fail. However, try to ensure that at least one cultist escapes to report what happened. If no one
characters and exclaim, “The dragons rise! You cannot stop us!” The characters gain a level at the end of this chapter.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The characters gain 1 level when they escape the Maze of Mists and reach the third floor of the pyramid for the first time. Recover Amun Sa’s Implements. The characters gain 1 level when they
recover both the Staff of Ruling (see appendix A) and the star-gem of Mo-Pelar. If you follow this method, the characters should reach 9th level by the adventure’s conclusion.
About the Original
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal most often encountered in Khorvaire. Despite sharing a homeland with the Aereni, the Tairnadal have distinct religious traditions, revering their patron ancestors rather than the Undying Court. In
: Revenant Blade Prerequisite: Elf You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: Increase your Dexterity or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Greater Caverns. The characters gain 1 level when they enter the greater caverns for the first time. Encountering Drelnza. After the characters encounter the vampire Drelnza for the first time, everyone
in the party who survives the encounter gains 1 level. If you follow this method, the characters should reach 11th level by the adventure’s conclusion.
About the Original
Published in 1982
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
XP to advance 1 level. For example, when the characters leave the Witchlight Carnival and arrive in Hither for the first time, they gain a level. Encountering a Hag. After the characters encounter a
stasis or destroy Iggwilv’s Cauldron, everyone in the party receives enough XP to advance 1 level. If you follow this method of character advancement, characters who start the adventure at 1st level might reach 8th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
this adventure’s climax and conclusion. As such, this Relationship encounter is more free-form than others. Since this is the last such encounter before the adventure’s finale, this scene should be of
personal importance to each character. If a player wishes to cement a Beloved Relationship when they normally couldn’t or gain a Friend even if they don’t have enough Relationship Points, allow them
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Hero’s Epilogue Most adventurers hope their lives come to an end with some worthy conclusion. Sometimes in the heat of battle, though, that end can be abrupt and without real resolution. An epilogue
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, audience members can bet on which team will emerge victorious. At the conclusion of a match, audience members who bet on the winning team receive twice their initial bet. Entering the Coliseum It costs 15
and swap with another willing participant. A participant’s companions can join them in the coliseum’s wings between matches. Pit Master’s Challenge Characters who win three matches gain Khai’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them). The characters gain no XP for “defeating” Halaster in this fashion. If they refuse to leave, Halaster becomes annoyed and attacks them. If the characters took any actions to hinder Halaster’s
(see “Conclusion”). Halaster’s Throne The throne has the following magical properties: When seated in the throne, a creature can use a bonus action to turn invisible or to end the effect. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or
Dexterity modifier (your choice) and Proficiency Bonus. Level 3: Student of War You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In
Compendium
- Sources->Dungeons & Dragons->Divine Contention
survives, mark one victory and proceed to “Conclusion.” Event 15. Divine Contention As Ebondeath’s spirit departs with the ruinstone, the characters gain an opportunity to strike at Ularan Mortus. Read the
nearby hilltop.
The players can attack Ularan Mortus if they dare. If they hold back, the figure rides away and the battle ends here: proceed to “Conclusion.” Read the following boxed text aloud if
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
everything started. An imperious drow archwizard in spider-silk robes casts a mighty conjuration spell. As the ritual draws toward its conclusion, a web of faerzress energy expands outward. The wizard seems
repopulate its layers with her own demonic offspring. The character experiencing the vision must succeed on a DC 16 Wisdom saving throw or gain one level of madness (see “Madness” in chapter 2). Other
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Although they own and operate their business, they owe a small amount of money to Harbin Wester. The banker wants to take their business, and he keeps an eye out for any opportunity to gain the necessary
manor’s deed. (See the “Conclusion” section of this episode for more information.) This leaves Harbin Wester bitter, as he recognizes that having the favor of Acq Inc backing them up gives the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
out of a jail or prison camp. 7 Escape from a jail or prison camp. 8 Successfully travel through an obstacle course to gain recognition or reward. 9 Infiltrate a fortified location. 10 Find the source
a cataclysmic event that the adventurers must escape. 4 The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) can use them to gain advantage on the check. Step 2: Analyze the Problem. The device has a design flaw, obviously. Macreadus has concluded that the device’s rings are unable to contain the magical
Intelligence (Insight) check comes to this conclusion. The check is made with advantage if the character witnessed the device malfunction. Step 3: Fix the Design Flaw. To craft a third ring, a quarter-pound
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
same conclusion as Professor Skant. The characters can punch a hole in the tower’s outer wall that’s big enough for them to crawl or walk through. Any character who takes a short rest in the tower
regains one spell slot of 3rd level or lower at the end of that rest. A character can’t gain this benefit again for 24 hours. Treasure. The skeleton is the remains of a Netherese priest. It wears a silver
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised — at the
melee attack.
Howling Hatred Initiate Howling Hatred initiates are attracted by the cult’s philosophy of non-attachment and the rejection of material things, unaware of the cult’s true nature. The