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                        Returning 35 results for 'conquest water resolve'.
                    
                
                        
                            
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                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     for 24 hours.
Spellcasting. The fensir casts one of the following spells, using Intelligence as the spellcasting ability:
1/day each: create or destroy water, detect magic, pass without traceFensir
                                                
                                            
                                                
                                                     led trolls in a campaign to win Annam’s favor by conquering the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
                                                
                                            
                                                
                                                     as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    -and-tumble Strixhaven game of silkball, which is played in muddy fields with balls made of spider silk. Intramural Water-Dancing Club Skills: Athletics, Performance Member: Larine Arneza These swimming
                                                
                                            
                                                
                                                     enthusiasts combine their athletic skills with the finesse of artists as they choreograph water dances to the latest popular songs. Live-Action Roleplaying Guild Skills: Animal Handling, Performance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
                                                
                                            
                                                
                                                     moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Guiding Aspect Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen
                                                
                                            
                                                
                                                     die and the new spring forth. 2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude. 3 The river’s endless flow reminds you of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years. Merfolk Settlements. Merfolk build their settlements
                                                
                                            
                                                
                                                     in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
                                                
                                            
                                                
                                                     moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
                                                
                                            
                                                
                                                    -stained natural cave roughly 50 feet square. The cave contains nothing of interest. Turning the handle on the faucet opens a valve that allows fresh, cold water from an underground stream to pour
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
                                                
                                            
                                                
                                                     storms cause the waves to warp and twist. The storm transforms the water around the ship into an amalgamation of ice, stone, and stranger materials, making travel difficult and damaging the ship. The ship’s hull takes 4d10 bludgeoning damage, and the ship’s speed decreases by half during the storm.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder.
  Klarg the bugbear shares this cave with his mangy
                                                
                                            
                                                
                                                     pet wolf, Ripper, and two goblins. The bugbear is filled with delusions of grandeur and views himself as a mighty warlord just beginning his career of conquest. He is not entirely sane, referring to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
                                                
                                            
                                                
                                                     Eternal Flame followers, but also find them maddeningly inconstant. Black Earth cultists ally most often with the Crushing Wave, since they admire the patience and pragmatism of the water cultists.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
                                                
                                            
                                                
                                                     damage. Starlight Spellcasting. Water removed from the Astral Font glows faintly for 24 hours, shedding dim light in a 5-foot radius. A spellcaster who quaffs an ounce or more of the glowing water must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Plane of Earth  Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
                                                
                                            
                                                
                                                     process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     figures are shambling up from the water’s edge, about thirty feet away. They’re dressed as sailors, but their skin is gray and they look drowned. Sea water drools from their slack mouths as they lurch
                                                
                                            
                                                
                                                    ’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     along one side of the town. Its water is a strange phosphorescent green color.
 The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
                                                
                                            
                                                
                                                     be seen in typical numbers. A successful DC 14 Intelligence (Nature) check turns up no signs of physical damage consistent with a battle that could have leveled the town. Questionable River. The water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Intro to Stormwreck Isle
                                                    
                                                
                                            
                                                     figures are shambling up from the water’s edge, about thirty feet away. They’re dressed as sailors, but their skin is gray and they look drowned. Sea water drools from their slack mouths as they lurch
                                                
                                            
                                                
                                                     count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     in themselves. A map of Gorewood and an overview of the locations within this Abyssal realm appear later in this chapter. Depending on your players’ actions, the characters might resolve their final
                                                
                                            
                                                
                                                     known for the following regional effects: Boiling Water. Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer’s atmosphere. Being immersed in water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
                                                
                                            
                                                
                                                     breathe air and water.
 Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
 Widdershins Allergy. If a creature within 10 feet of Bavlorna uses at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Reaching the Bottom The swamp beneath the Queen’s Way is presently at a low water level (see “Fluctuating Swamp Waters” earlier in the chapter). As the last character reaches the marshy ground, a
                                                
                                            
                                                
                                                     the giant crane flies off, read the following boxed text aloud: Sticky mud squelches beneath your feet. Tangled mangroves grow out of pools of rippling water, half hidden by the thick fog, and purple
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     revelation from Annam and begins a campaign of unification and conquest to prepare the way for the All-Father’s return. A rival asks adventurers to stop the prophet. 2 A mysterious woman leads
                                                
                                            
                                                
                                                     suggests Evil Earth cultists might be active nearby, practicing for a larger catastrophe. A stone giant leads the cult. 7 Adventurers encounter a longboat crewed by frost giant cultists of Evil Water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     encompasses fiendish inventiveness and a drive to devise new tools for their mad cause. They are masters of fire and forge, taking captives to work in their infernal foundries. Fire cultists see conquest
                                                
                                            
                                                
                                                     Flame cultists detest the followers of the Crushing Wave. They see the water cultists as slippery and untrustworthy, perhaps even cowardly — after all, the Crushing Wave retreats quickly from opposition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
                                                
                                            
                                                
                                                     ladder descends twelve feet to a hall made of mortared stone lit and heated by four sputtering torches. Extending from the east end of the hall is a water-filled cistern. A small rowboat is tied off
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     takes to complete. Step 2: Narrate the Travel. Describe what happens as the characters complete this stage of their journey. Introduce and resolve any challenges (see “Journey Stage Challenges”). Step 3
                                                
                                            
                                                
                                                    : Track Food and Water Consumption. Each creature in the party expends the appropriate amount of food and water for the length of the stage. If the party lacks enough food or water, the characters risk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     floor. The first 40 feet of the climb require a DC 10 Strength (Athletics) checks, but after that, the DC is 15. Corpses. The bodies on the floor include a water cultist (the figure with the crab-shell
                                                
                                            
                                                
                                                     captives. The captives are unconscious, although they groan and writhe slowly.
 A steady breeze blows toward a passage to the west, while from the east comes the distant sound of running water.
 The mist
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     fall.
  — Iuz the Old
 The Abyss and its demonic inhabitants are akin to a virus. While most other factions across the planes spread their influence into other realms through conquest, conversion
                                                
                                            
                                                
                                                     foul-smelling tumors instead of leaves as their branches wither and die. Bodies of water in the area become tainted and sometimes poisonous, and the weather might feature extremes of heat, cold, wind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of Ysgard: creatures slain on that plane return to life the next dawn. Thus
                                                
                                            
                                                
                                                     has the petrified condition for 24 hours.
 Spellcasting. The fensir casts one of the following spells, using Intelligence as the spellcasting ability:
 1/day each: create or destroy water, detect magic, pass without trace
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     labeled “Healing Use Only.” C7: Fountain Room If the characters minimized the water pressure in area C8, omit the first sentence when reading aloud: Rusted pipes run along the walls and ceiling, and
                                                
                                            
                                                
                                                     water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     walls that can be yanked out of place to release a surge of water down the main passage of the lair. If the goblins in area H7 are warned about the approaching characters, they start knocking away the
                                                
                                            
                                                
                                                     wall supports of one pool in the next round. In the following round on the goblins’ initiative count, water surges from area H7 to area H1. When the flood happens, read or paraphrase the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the stronghold: two hundred spider silk packets, each containing 10 days of rations (dry moss and mushrooms), and one hundred full water skins. 19c. Castellan’s Quarters The stone door has an arcane
                                                
                                            
                                                
                                                     drink. The smaller room east of the kitchen is a well-stocked pantry. 19h. Bath An iron tub stands in this area, with an iron pump nearby. The pump draws water from an underground hot spring beneath the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     Hands bound at the wrist with red cord Istishia, god of water N Tempest Wave Jergal, scribe of the dead LN Knowledge, Death A skull biting a scroll Kelemvor, god of the dead LN Death Upright skeletal
                                                
                                            
                                                
                                                     Crossed silver battleaxes Deep Duerra, duergar goddess of conquest and psionics LE Arcana, War Mind flayer skull Dugmaren Brightmantle, god of discovery CG Knowledge Open book Dumathoin, god of buried
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Though he is not truly in danger of losing this ability (his resolve is simply shaken), this can provide a roleplaying opportunity for the characters to boost his spirits and strengthen his faith. H5
                                                
                                            
                                                
                                                     elements. Splashing at least three flasks of holy water on the altar destroys the desecrating elements and purifies the altar.  
 Map 2.3: High Hall Cathedral, Choir Level View Player Version
 
 H7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     oars into the water and use them to push the boat away from the dock and out into the river, while two of Captain Storn’s deckhands walk up and down the hallway, barking instructions. When the ship is
                                                
                                            
                                                
                                                     stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     successful DC 10 Strength (Athletics) check. Dozens of crates and barrels are stacked inside. Several have been toppled over by tree roots growing beneath them. Stored food and water is inedible, but
                                                
                                            
                                                
                                                    , which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     latch to open it. Well. The well is 10 feet wide and 100 feet deep. The water it once held drained out after an earthquake, and the now-dry passage deep below eventually connects to the Underdark. The
                                                
                                            
                                                
                                                     strewn around the chamber floors are things that point to the yuan-ti’s previous existence, including boots, pants, and a broken wax seal belonging to Ginder Nanik: a stylized depiction of water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     opaque rectangular shape darkens the center of the ceiling.
 The fountain’s central water jet climbs high above its pool. A metal staircase curves around the atrium’s back wall to a landing forty feet
                                                
                                            
                                                
                                                     above.
 Natural light fills this vast entry hall. The atrium’s ceiling rises to 80 feet, while the fountain’s water jet peaks at 60 feet. The opaque shape above the atrium is the sarcophagus in the
                                                
                                            
                                        





