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Returning 35 results for 'confusion removal groups to have run'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
thoughts, fear
1/day each: confusion, dominate person, mass suggestionGreen abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic
responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
first of them appeared in the aftermath of Vecna’s bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn
of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into
Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
How It Started Acquisitions Incorporated began as most adventuring groups do, with the wholesale removal of irksome kobolds, scouting ruined towers, delving into dwarven necropolis-cities, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running Mount Ironrot As the characters search for a Docent, they encounter the Mournland denizens described in the subsequent “Mount Ironrot Encounters” section. Run an encounter each time the
a working Docent in a ruined village called Ialos. They also learn that this Docent is central to a conflict between rival groups of Mournland scavengers: a band of veterans and a community of warforged pilgrims.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
appropriate for their colleges (see chapter 7). All their actions are considered permissible magic for the purposes of dueling. Run as many one-on-one duels as the characters want to participate in
most victors is deemed the winning team and earns bragging rights. Before the groups go their separate ways, though, things take an unexpected turn.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
while also secretly hosting a cell of the Ulmist Inquisition (see “Other Groups” later in this chapter). There’s also the herbalist shop of the scholar Rudolph van Richten. When van Richten is away
, his shop is run by local mystery enthusiast Beatrice Polk or by twin sisters Gennifer and Laurie Weathermay-Foxgrove (see “Travelers in the Mist” for information on van Richten and the Weathermay-Foxgroves).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
path. As the DM, you can decide where the characters encounter each of these groups. These encounters are meant to be run separately, although running two encounters back-to-back with no chance for the
Cathedral Assault Four groups of devils and their allies are moving through the cathedral. These groups are spread out to cause as much havoc as possible, and have orders to kill everyone in their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reporting back to the party’s patron. Substitute Player. With the absent player’s consent, have another player run the missing player’s character, or run the character yourself if you feel you can do so
same XP that the other characters earned each session, keeping the group at the same level. Some groups like to work out a policy regarding how many missing players is too many to proceed. For example
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
faiths or groups, to stir up as much conflict and confusion as possible. The Phenax’s Villains table suggests a variety of foes that might arise from among the god’s followers. Phenax’s Villains d8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written notes
, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adventure Examples This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for you to run a one-session adventure
difficulty of encounters in each adventure is tailored for four characters of that level. You can use adventures for characters of higher or lower level or for larger or smaller groups. However, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
like goblins, which tend to squabble among themselves and cooperate only when threatened by a strong leader. Kobolds avoid combat on a large scale, instead sticking to hit-and-run raids using smaller
groups of warriors. If they have time, they prepare the battlefield with small bolt-holes for them to hide in and simple pit traps to hamper their opponents. Standard kobold tactics include the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Small Groups A group that contains fewer than four players might find combat encounters difficult, especially if the party lacks important capabilities (such as armored characters to stand toe-to-toe
player character”) to accompany the party. This is a rewarding way for you to roleplay with your friends while they’re exploring your world, but keep in mind that you’ll have to run this NPC in combat
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sidebar on the last page? And after all the time you’re going to put in getting ready to run this adventure? Outrageous! Someone needs to teach these people a lesson.
If you’re running the adventure for
larger or smaller groups, you can adjust the encounters using the guidelines given in chapter 3, “Creating Adventures,” in the Dungeon Master’s Guide. Or maybe you’ll adjust them anyway to keep things
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the party retreats from an enemy group, they run
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
keep, so it’s still possible to move through the front gate — but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4
they fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the characters retreat from an enemy group to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
his eye and hand. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and the dark one’s plans were dashed. In a rage, Vecna gathered up his generals and
captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Hotenow. NUMBER OF PLAYERS
You can run Dragons of Stormwreck Isle for one to five players. If you have four or five friends ready to play with you, each person can take one of the characters provided
above. Five players will find the encounters a little easier than four players will, but the adventure works fine as written for groups of four or five players.
If you have fewer than four players
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in
groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Travelers in the Mists Adventures in the Domains of Dread often indulge in a single domain’s distinctly frightful themes. But if you plan to run whole campaigns set in the Land of the Mists, creating
domains. The following sections present groups and individuals who routinely travel the Mists. The Strangers in the Mists table also suggests the kinds of people characters might encounter amid the Mists
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cross or traverse some feature that obscures their trail, such as a subterranean river. Decrease the pursuit level by 1 if the party splits into two or more groups. Each group becomes a separate party
level reaches 5, the drow forward scouts spot the party. At this point, the pursuit might become an encounter if the characters spot the drow and engage them. The characters might try to run, at which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. 7 You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity
ground counts as 10 feet of difficult terrain. 3 You run through a swarm of insects (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inspiration. Roleplaying. Using inspiration to reward roleplaying is a good place to start for most groups. Reward a player with inspiration when that player causes his or her character to do something that
role in their campaigns. Inspiration normally requires a DM’s judgment to award, which might run against your style if you like a campaign where you let dice determine most outcomes. If that’s your
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Baldur’s Gate. In the Outer City, murder is practically a way of life. With neither the Watch nor the Flaming Fist to look after residents, criminals run free in the sprawling district. Criminals use
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. There are few, if any, lone operatives in this organization. Working in pairs and small groups reinforces the bonds of friendship and helps keep members from straying off the path of righteousness. The
chapter. If you don’t want to control the veterans yourself, you can distribute the stat cards among the players and let them run the NPCs. Should Sir Lanniver come under attack, use the knight
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
run this encounter. As the characters load the wagons, storm clouds descend and block the sun. Argus Skeel (male vampire spawn) and two ghouls, plus one ghoul per character, including sidekicks
sidekicks, approach from the other direction. Velleen is a female Damaran master thief (see appendix A). As the combat begins, the two evil groups recognize each other, and also attack one another when
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Canyon Shrine Aside from the other dangers of the twisting canyons of Phoberos, followers of Mogis openly worship and offer sacrifices to their dark god in these places. Twisting cave systems run
caves.
6 A lamia lures young nobles into its cult with promises of hedonism and sells those who disappoint it to other canyon inhabitants.
7 A vicious gynosphinx captures groups of people
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl
whips behind it. Opportunistic Predators. When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Greyhawk Conflicts Although Greyhawk lends itself well to any D&D adventure you might want to run, the default setting features conflicts with three major villainous groups: chromatic dragons
use these conflicts, look for opportunities in your adventures to introduce creatures in service to the three villainous groups. Give goals to these villains that bring their operatives into conflict
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split into several smaller groups in the event of an attack. The advantage is that a small
passive Wisdom (Perception) scores to notice hidden threats. Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split into several smaller groups in the event of an attack. The advantage is that a small
passive Wisdom (Perception) scores to notice hidden threats. Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
groups (or their leaders) to end the conflict that embroils them. As a complication, the characters might have enemies on one or both of the opposing sides, or some other group or individual might be
finishes. As a complication, enemies might desire the object as much as the adventurers do, forcing both parties to fight for it. Run a Gauntlet. The adventurers must pass through a dangerous area