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Returning 18 results for 'confusing rolling grim to have recreating'.
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races
Mordenkainen Presents: Monsters of the Multiverse
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your
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->Hoard of the Dragon Queen
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->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
might eventually be revealed as Ivan’s toys. Wicked Wonderland. The Dilisnya estate, Degravo, is a confusing tangle of topiary gardens, hedge mazes, and neglected petting zoos that abut sheer cliffs. The
once per day. He closes them to prevent those he’s obsessing over from escaping. When he closes Borca’s borders, the Mists rise as detailed in “The Mists” section at the start of this chapter. Additionally, the fog is filled with Ivan’s taunting voice and patrolled by grim clockwork toys.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that awaits you.
Conspiracy Consequences Determine the challenge currently facing the characters by rolling on the Conspiracy Consequences table below or by having the players devise other grim
conspiracy, either by having the players craft their own or by rolling on the Conspiracy Details table. Conspiracy Details d4 Conspiracy Details
1 Working amid the High Hall’s records, you came
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
currently facing the characters by rolling on the Conspiracy Consequences table below or by having the players devise other grim consequences of their conspiracy. Conspiracy Consequences d6 Conspiracy
conspiracy, either by having the players craft their own or by rolling on the Conspiracy Details table. Conspiracy Details d4 Conspiracy Details 1 Working amid the High Hall’s records, you came to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The
of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. Wood Elf Monk of Mercy Merciful Mask d6 Mask Appearance 1 Raven 2 Blank and white 3
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Initiative. On the goblins’ turn, they attempt to scramble up the stairs and activate the rolling log trap (detailed below). The goblins then fight the characters. Rolling Log Trap. This 10-foot-long
. Skulls are piled in the northwest corner.
Among the trophies are a number of empty mounts equal to the characters in the party—a grim omen of what could happen if they’re defeated in this cave. Treasure
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
square with great haste, disappearing into their hovels. As spear-toting guards with grim faces move with purpose toward the southwest gate, you hear a booming voice from that direction as it calls out
loose. Each other frost giant carries a sack that holds 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, as well as 1d4 art objects worth 25 gp each
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
approaches quietly. A character whose passive Wisdom (Perception) score meets or exceeds Rahadin’s Dexterity (Stealth) check hear him. “The master wishes to see you,” intones a grim voice in the
darkness. Rahadin directs the characters to a random location in the castle, determined by rolling a d6: d6 Location 1 Chapel (area K15) 2 Audience hall (area K25) 3 Study (area K37) 4 Tower roof (area
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
walls divide these catacombs, many lined with grave niches holding roughly humanoid shapes wrapped in tattered linen. More than one of these grim parcels floats freely in the stagnant water.
These
a grim, masked man. The statue reaches out, as if to accept what it has been offered.
To the east, a portion of the tomb’s wall has collapsed, exposing a deep crevasse in the rock.
This chamber
Magic Items
Infernal Machine Rebuild
, conjure fey
Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to
check or saving throw, you receive a grim vision of the DM’s determination, imposing disadvantage on your next attack roll, ability check, or saving throw.
53
As an action, you can become
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
grim doctor causes the corpselike creature to twitch and writhe with her movements.
Jex, a wispy-haired Heralds of Dust remnant (see Morte’s Planar Parade), dissects a flesh golem in the autopsy room
uniforms (your choice), a purse containing 30 gp, and three trinkets (determined randomly by rolling on the Trinkets table in the Player’s Handbook). M4: Cold Locker Six mortuary stretchers, chilled
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. The Dusters rely on corpse collectors—grim-faced laborers found primarily in the Hive—to deliver a steady stream of bodies to them for interment. Hive Ward Locations Presented here are some noteworthy
within 30 feet of each other to communicate telepathically for 1 hour. Make It Snappy. This rolling seafood cart sports a bottomless tank linked to an aquatic demiplane. Buyers who fish their own catch
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
he refuses to abandon his grim mission. When the characters defeat him, he turns to inky water and courses away. Drown remains where he fell. Encounter with Olhydra Gar Shatterkeel stands on the island
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
occasional innocent victim. This grim chamber is the domain of a stonemelder (see chapter 7) named Heldorm and the three cultists who assist him. Roleplaying Heldorm. Unbalanced, Heldorm goes about his work