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Returning 35 results for 'confession rules group to have relics'.
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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
themselves falling through portals to other planes and worlds.
Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while
Monsters
Fizban's Treasury of Dragons
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
Monsters
Fizban's Treasury of Dragons
hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire
.
3
Two sapphire dragon wyrmling;sapphire dragon wyrmlings vie for the same territory. Their primary battle tactic involves luring grell;grells into each other’s lairs.
4
A group of Lolth
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
and hunters.
2
A young crystal dragon has adopted a group of kobold;kobolds and is trying to teach them the value of a good practical joke.
3
A young crystal dragon has captured a pack of
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Monsters
Fizban's Treasury of Dragons
intrusion. The centerpiece of a sapphire dragon’s hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use
.
7
A group of stone giant;stone giants believes a young sapphire dragon to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience
Calm Emotions
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can
is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
feats
You’ve honed your fighting skills and are just as comfortable fighting a group of enemies as you are facing a combatant one on one. You gain the following benefits:
Bludgeoning, piercing
, and slashing damage that you take from nonmagical attacks is reduced by 2, to a minimum of 1.
Creatures don’t gain advantage on attacks made against you using the optional flanking rules.
After
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
’ story. He believes their tale if they can support it with any three of the following pieces of evidence: The documents to and from Secretary Wei found in area S3 The confession of one of the alchemists
from area S4 The potions of longevity the characters found in the Old City A gold dragon scale from area S4 Zhong Yin’s confession also counts as a piece of evidence, but the spy is reluctant to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Retrieval. Your group seeks sacred relics and holy artifacts on behalf of your church. 4 Root Out Corruption. You are charged with finding corruption within the hierarchy of your own faith. 5
Serving the Order What is the nature of your work for the religious order? As a group, consult the Religious Service table and work with your DM to decide what role you play—which likely shapes the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
need a group of players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every
things they don’t. In a typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
help organize, and even inspire, the action of a D&D campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they need a group of
typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game running. There are times
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the Rules Glossary essential.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
zero.” Tasha’s Cauldron of Everything outlines how to run session zero discussions, but in general, use this session to discuss the game’s content, social contract, and house rules, and to create
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the rules glossary essential.
the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters against one another, adventuring parties are scored as a group. These rules are optional. You don’t need to score your players to run this adventure. The scoring system included in this supplement is meant to spark joy, not contention.
Tournament Rules If you wish to emulate the competitive adventures of old, you can run this adventure as a tournament-style scenario by following the guidance in this section. Rather than pitting
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
for your group. Rules to game by
As the Dungeon Master, you are the final authority when it comes to rules questions or disputes during the game. Here are some guidelines to help you arbitrate
The Dungeon Master The Dungeon Master (DM) has a special role in the Dungeons & Dragons game. The DM is a referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Religious Order Your group acts in the service of one of Khorvaire’s most prominent or obscure religious institutions. Perhaps you’re a team of devotees pursuing a cause for your faith, or maybe
you’re a bunch of cynics taking advantage of a wealthy congregation. You could be on a mission to retrieve sacred relics lost in ancient ruins, holy objects from war-ravaged temples, or treasures to fill
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
document presents the rules on character classes found in the Experts Class Group, new and revised Class features, Spells, Feats, Subclasses, and Epic Boons. You will also find an updated rules glossary that supercedes the glossary of any previous playtest document.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Encounter Building This section introduces new guidelines on building combat encounters for an adventure. They are an alternative to the rules in “Creating Encounters” in chapter 3 of the Dungeon
Master’s Guide. This approach uses the same math that underlies the rules presented in that book, but it makes a few adjustments to the way that math is presented to produce a more flexible system. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Group Size D&D’s rules and published adventures generally assume four to six players plus the DM. The following advice helps you adjust adventures to work for smaller or larger groups.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sidekick—to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior. A sidekick can be
incorporated into a group at the party’s inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
group.
2. Exceptions Supersede General Rules General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sometimes a whole group decides it might be fun to play evil characters together. These are valid options, as long as everyone’s on the same page about how the campaign will go. Players Exploiting the Rules
more important than implementing the rules perfectly. If you’re not sure how to apply the rules in a situation, you can always ask the opinion of the players as a group. It might take a few minutes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
perfectly. If you’re not sure how to apply the rules in a situation, you can always ask the opinion of the players as a group. It might take a few minutes, but it’s usually possible to reach an answer that
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
, making sure the rules serve the group’s fun. Tutorials in each adventure teach you some of those rules, but you’ll want to reference the D&D Beyond Basic Rules to better understand them. Keep It Secret
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dhakaani relics? Initially the Dhakaani should be mysterious: remarkably skilled goblins that fight to the death or disappear into the shadows. The characters might logically assume that they are Darguul
when they attack. But a group of adventurers could come to earn the respect of their Dhakaani foes and learn more about the enemy. Perhaps a group of adventurers chooses to respect the Dhakaani’s claim
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
” section in the introduction of the Dungeon Master’s Guide provides some guidance for doing so, based on known player archetypes. To help identify what types of players are in the group, you can ask each
Rules House rules include optional rules, such as those presented in chapter 9 of the Dungeon Master’s Guide, and rules you create. If you plan to use any house rules, session zero is a good time to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contrast to the usual duergar focus on utility. The duergar she leads are content to follow her for the sake of what their raids will earn them, and they care nothing for the historical value of the relics
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw
can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in the Using Ability Scores section. SPLITTING
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw a map
can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7 "Using Ability Scores." SPLITTING
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
Inspiration
Legacy
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Rules
Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks
a reward for making the game more fun for everyone playing.Other rules might allow your character to gain Heroic Inspiration independent of the DM's decision. For example, Human characters start each day with Heroic Inspiration.