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Returning 35 results for 'conclusion ritual group to have rolling'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollDamageType":"bludgeoning"} bludgeoning damage.A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and
territorial, which makes it an excellent watch beast that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollDamageType":"bludgeoning"} bludgeoning damage.A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and
territorial, which makes it an excellent watch beast that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend.
Although
unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to
Monsters
Van Richten’s Guide to Ravenloft
, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of
that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the
Monsters
Van Richten’s Guide to Ravenloft
might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You
group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType
Monsters
Van Richten’s Guide to Ravenloft
has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in
might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors
Monsters
Van Richten’s Guide to Ravenloft
forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on
mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a
Monsters
Van Richten’s Guide to Ravenloft
other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs
horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf
classes
who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.
classes
who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.
Teleport
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where
you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the
races
. Founded in the Bürach Empire by a group of ambitious wizards who chafed under the limitations imposed upon them by government bureaucracy, Ulmyr’s Gate boasted free study for all mages who sought
walls.
That golden age came crashing down in a single night, when the founding mages of Ulmyr’s Gate attempted an ambitious ritual intended to part the veil and create a permanent portal to the
backgrounds
understand and claim its might for their own. Depending on the malevolence of the cult’s patron or the malefic purposes they may serve, cultists could be a force of wickedness or a group of closely
, surrogate family. Consider if your character agrees with the aims of the cult, if they fled the group, or if they remain for infiltration purposes.
Suggested Story Threads. The Cultist Story Threads
monsters
great numbers, tapping into the magic of this Mythos entity to multiply and thrive.
Twisted Promises. Cults of Shub-Niggurath begin innocently enough. A village deep in a primal forest, or a group
familiar, with by meditating on them they learn rituals that allow them to reap the bounty of the wilderness. These rituals always come with a steep price, with the group forced to cull the weakest among
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
cannibalizing their victims, and then performed a sorcerous ritual while writhing in pools filled with living snakes that enabled them to mix their flesh with that of serpents, becoming like the gods in
can transform an individual into a more powerful type. The cost and time required to perform the ritual is prohibitive, and as a result most yuan-ti never get the opportunity to undergo such a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion Once the characters recover the ritual from Elakdras’s corpse, they can return to Grahlista and attempt to break the oppressive heat wave. The frost giant’s ritual requires at least four
participants, takes a full day to perform, and consumes 1,000 GP of rare moss and crystals. Grahlista covers the cost of materials and leads the ritual, though she asks willing characters to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion Once the characters recover the ritual from Elakdras’s corpse, they can return to Grahlista and attempt to break the oppressive heat wave. The frost giant’s ritual requires at least four
participants, takes a full day to perform, and consumes 1,000 GP of rare moss and crystals. Grahlista covers the cost of materials and leads the ritual, though she asks willing characters to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Conclusion With the events of this episode complete, the characters attain 6th level! Leaving Lottie’s Palace behind, they can return safely to their borrowed battle balloon or mobile headquarters, ready to try to figure out where the Six might be conducting their ritual — and how to stop it.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
, but let players reach that conclusion on their own. It’s not possible to tell from the confusing jumble of prints whether any specific footprints are those of prisoners. The trail leads south about
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
, but let players reach that conclusion on their own. It’s not possible to tell from the confusing jumble of prints whether any specific footprints are those of prisoners. The trail leads south about
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Conclusion With the events of this episode complete, the characters attain 6th level! Leaving Lottie’s Palace behind, they can return safely to their borrowed battle balloon or mobile headquarters, ready to try to figure out where the Six might be conducting their ritual — and how to stop it.
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
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
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
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The ritual causes the dark heart to radiate a summons throughout the Underdark using the faerzress — an irresistible call drawing the demons toward it. When the ritual reaches its conclusion at the
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
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->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->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->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->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