Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 24 results for 'conflicts relation guide to have replaces'.
Other Suggestions:
conflicted religion guide to have replaced
conflicted revelation guide to have replaced
conflicted religion guide to have replace
conflicted revelation guide to have replace
conflicted religion guild to have replaces
Species
Eberron: Rising from the Last War
. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly
orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.
Kalashtar Names
A
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23
Master’s Guide for more on madness.
Madness of Graz’zt
d100
Flaw (lasts until cured)
01–20
“There is nothing in the world more important than me and my
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it’s more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
launched an assault on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away, and in this endeavor you
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
What Is Planescape? Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master’s Guide), Planescape focuses on reality-bending adventures and
philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounter. This table replaces the random encounter tables in chapter 2 for as long as the party remains in the Labyrinth. RANDOM ENCOUNTER LOCATIONS
Random encounters in the Labyrinth take place in one
himself at the party’s mercy. Kurr is suffering from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide) which, if cured, reverts him to a typically feral gnoll. While
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) 15–17 1d6 50 gp gems 18–19 A humanoid skeleton or corpse carrying a random magic item (roll once on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide) 20 A monster hoard containing 2d6 50
gp gems and one or more random magic items (roll 1d4 times on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide) Carrion Crawler The characters encounter a carrion crawler scouring
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Creating a Rival In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master’s Guide to build a new NPC for this purpose, or pick one from your current cast of
the others might be neutral or good; conflicts with those rivals might be social or political, rather than manifesting as direct attacks. The best rivals have a connection with their adversaries on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
blamed on the Mists. The following Domains of Dread are among the most infamous. They are described in more detail in Van Richten’s Guide to Ravenloft. Barovia The towering spires of Castle Ravenloft loom
a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a Long Rest, a character can attempt to overcome the despair
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
can find an iron bowl filled with fresh coals. Summoning the unicorn can be accomplished by lighting a fire in that bowl. Guide to Yon. If the characters are searching for a guide to Yon, Will asks one
doesn’t have enough oil right now to use its Boggle Oil action. If the characters fill Squirt with more boggle oil, it offers to guide them from Thither to Yon. Squirt knows that Granny Nightshade’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
prepared plus the following: air bubble (appears in the Astral Adventurer’s Guide), grease, haste, and Rary’s telepathic bond. Third Floor Two mechanical gnomes are using rags to polish a ten-foot-long
featured in this adventure). Treasure. A Wildspace orrery (see the Astral Adventurer’s Guide) rests on a shelf. Topolah acquired this magic item from a mercane trader some time ago but lost interest
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Dungeons & Dragons campaign to explore. A vast, sprawling city that covers the whole of the known world, Ravnica teems with intrigue and adventure, driven by the conflicts among the ten powerful guilds that
adventures in Ravnica, expanding on the material in the Dungeon Master’s Guide with hundreds of seeds that can grow into full-fledged adventures in the fertile ground of a DM’s imagination. This
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
-war world. D&D with a Twist. Every race, monster, spell, and magic item in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual has a place somewhere in Eberron, but it might not be the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
the countless lives sacrificed in conflicts across the multiverse. The memorial consists of upright sepulchres and tall, granite steles engraved with the names of fallen heroes. History is written by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
allies of the Harpers but remain neutral in most conflicts, dedicated to preserving knowledge above all else. The College of the Herald is less concerned with musical performance (although it contains
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Baldur’s Gate, security is enforced and order maintained by the Flaming Fist mercenary company, a supposedly neutral force which is free to fight in external conflicts, so long as it doesn’t side against
learned to do so can usually hire a young Baldurian to guide them through the streets. The Lower City was long ago walled in to benefit from the protection of the city, but the divide between the two
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
court enjoys a tenuous peace with the unearthly ruler of the Gloaming Court, the Queen of Air and Darkness, who allows her kin to dabble in magic forbidden by the Seelie Court. Conflicts between the Fey
entering or leaving the domain without a key, a guide, a password, the answer to a riddle, the archfey’s consent, or magic.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
? Introduced in the Sword Coast Adventurer’s Guide , the green-flame blade and booming blade spells pose a number of questions, because they each do something unusual: require you to make a melee attack
“Identifying a Magic Item” in the Dungeon Master’s Guide). In contrast, casting the identify spell takes only 1 minute (or 11 minutes if it is cast as a ritual) and can be done when a quick
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
1 Worm 1d3 wriggling, indifferent, Tiny larvae (see the Dungeon Master’s Guide) Dimensional shackles 2 Tooth 1d4 + 1 teeth from various animals and strangers Spell scroll of polymorph 3 Ring Gold
-deity with a petty portfolio, such as dust mites, scheduling conflicts, gazebos, or three-toed sloths. Celestials and Fiends acknowledge the participant’s godly status, but with no followers to boast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dal Quor and Eberron and disrupting the cycle of the planes. As a result, Dal Quor is always remote in relation to the Material Plane, and no manifest zones are tied to Dal Quor. The only way to reach
with a random form of short-term madness (see chapter 8 of the Dungeon Master’s Guide). 3 Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(described in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide) and post vigilant guards in area B4 and at the arrow slits in areas B5 and area B6. B4. Hall of the Gate This was once a
Urnrayle replaces the guards in a few hours with the cultists from area B14. In a few days, he augments this force with two ogres. B5. East Guardroom The crumbling masonry in this old guardroom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Neri is returned to life, she replaces Iymrith as Serissa’s advisor, and Serissa rewards the characters by giving them the magic items in the sea chest in the royal treasury (area 16). Queen Neri, like
coinage. Lying among the chests are 1d4 + 1 magic items. Roll on Magic Item Table H in chapter 7 of the Dungeon Master’s Guide for the first two items and on Table F for any other items. The first
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are summoned to the temple (see chapter 4). The Sacred Stone monks provide a guide to show them the way. If the party is antagonistic or doesn’t seem to be of potential value to the cult, Qarbo
the characters kill this group of monsters and leave the dungeon without defeating Hellenrae, within 1d3 days she replaces these guards with six duergar. The duergar also arrive if the characters kill
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
again until it moves 0 feet on one of its turns. She has the iconic hoardsperson feature (see “Iconic Faction Features” in appendix B). (More information on the tabaxi can be found in Volo’s Guide
characters to explore their NPCs’ personalities and backstories as things get heated. By focusing on the humor of potential conflicts, you can avoid having the guards rush in as a first response. The