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Returning 35 results for 'constructed revealing groups to her reflect'.
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Monsters
Acquisitions Incorporated
Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.These intricately crafted constructs are typically made to reflect the forms of the metallic
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Circle of Stars
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the
world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and
Monsters
Planescape: Adventures in the Multiverse
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.
The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
on the table reflect the characteristics of a dungeon’s creator, its intended purpose, its location, or some (often catastrophic) event in its history. You can use a single quirk or combine quirks as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
on the table reflect the characteristics of a dungeon’s creator, its intended purpose, its location, or some (often catastrophic) event in its history. You can use a single quirk or combine quirks as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
she would return to Chult when the city was no longer in peril. Artus won’t endanger the Mezroans by revealing the truth about their city. Although the Ring of Winter makes him immortal, he has grown
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
she would return to Chult when the city was no longer in peril. Artus won’t endanger the Mezroans by revealing the truth about their city. Although the Ring of Winter makes him immortal, he has grown
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the map is
, 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
than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the map is
, 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
Points a monster has remaining. It helps to have a system to track damage for groups of monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them
list of Initiative (such as a whiteboard) without revealing to the players how many Hit Points the monsters have. The tracking might look like this: Ogre A: Crossed-out:9 Crossed-out:15 Crossed-out:23 Crossed-out:44 Crossed-out:54 Crossed-out:59 dead
Ogre B: Crossed-out:9 Crossed-out:17 38
Ogre C:
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Points a monster has remaining. It helps to have a system to track damage for groups of monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them
list of Initiative (such as a whiteboard) without revealing to the players how many Hit Points the monsters have. The tracking might look like this: Ogre A: Crossed-out:9 Crossed-out:15 Crossed-out:23 Crossed-out:44 Crossed-out:54 Crossed-out:59 dead
Ogre B: Crossed-out:9 Crossed-out:17 38
Ogre C:
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
track how much damage each monster takes. Most DMs track damage in secret so their players don’t know how many Hit Points a monster has remaining. It helps to have a system to track damage for groups of
easier than subtracting, and you can track damage on a visible list of Initiative (such as a whiteboard) without revealing to the players how many Hit Points the monsters have. The tracking might look
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
track how much damage each monster takes. Most DMs track damage in secret so their players don’t know how many Hit Points a monster has remaining. It helps to have a system to track damage for groups of
easier than subtracting, and you can track damage on a visible list of Initiative (such as a whiteboard) without revealing to the players how many Hit Points the monsters have. The tracking might look
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
this thundering curtain, a cave opens into the grand hall. Grand Hall. Six glowing crystalline columns support the ceiling of this cave. The columns’ colors reflect the dragon’s mood, and they can
15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
this thundering curtain, a cave opens into the grand hall. Grand Hall. Six glowing crystalline columns support the ceiling of this cave. The columns’ colors reflect the dragon’s mood, and they can
15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
search of treasure, avoiding perils along the way. Participation. Entering the maze costs 20 talons per participant. Participants can explore the maze alone or in groups. Treasure. Treasure stashes
made of thick fog. Ceilings are 15 feet high in rooms and 10 feet high in passageways. Floor and Walls. The floor and walls are constructed of smooth black stone. Lighting. The maze is dimly lit by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to turn them into thralls and illithids. Operating individually or in small groups, its members use stealth and deception to infiltrate the humanoid community while keeping their presence secret
topics pursued by a colony reflect the ambitions and priorities of the elder brain that controls it. Each one has particular ideas about how best to contribute to the ultimate success of the Grand Design
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
search of treasure, avoiding perils along the way. Participation. Entering the maze costs 20 talons per participant. Participants can explore the maze alone or in groups. Treasure. Treasure stashes
made of thick fog. Ceilings are 15 feet high in rooms and 10 feet high in passageways. Floor and Walls. The floor and walls are constructed of smooth black stone. Lighting. The maze is dimly lit by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness
the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness
the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the perimeter of the shrine. They investigate the sound of the squealing doors but won’t attack large groups, preferring to pick off loners and stragglers. 19B. Gallery of Carvings The walls of this
reliefs and succeeds on a DC 10 Intelligence (Investigation) check observes that one of the figures on the wall is crafting a key. If the character pushes the key, the secret door pops open, revealing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to turn them into thralls and illithids. Operating individually or in small groups, its members use stealth and deception to infiltrate the humanoid community while keeping their presence secret
topics pursued by a colony reflect the ambitions and priorities of the elder brain that controls it. Each one has particular ideas about how best to contribute to the ultimate success of the Grand Design
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
with a faction, betray the faction, and still maintain a measure of respect with the group. Characters might thus thread the needle of serving both groups. Relationships constantly shift in Kalakeri
intercede, who will? Renown in Kalakeri Adjusted Renown Activity Faction
+1 Advancing the faction’s interests Either
+1 Revealing a traitor Either
+1 Attaining victory over a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
with a faction, betray the faction, and still maintain a measure of respect with the group. Characters might thus thread the needle of serving both groups. Relationships constantly shift in Kalakeri
intercede, who will? Renown in Kalakeri Adjusted Renown Activity Faction
+1 Advancing the faction’s interests Either
+1 Revealing a traitor Either
+1 Attaining victory over a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the perimeter of the shrine. They investigate the sound of the squealing doors but won’t attack large groups, preferring to pick off loners and stragglers. 19B. Gallery of Carvings The walls of this
reliefs and succeeds on a DC 10 Intelligence (Investigation) check observes that one of the figures on the wall is crafting a key. If the character pushes the key, the secret door pops open, revealing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
planes, it’s a good idea to stick to that model. Create one simple trait that players notice, that doesn’t create too much complication at the gaming table, and that’s easy to remember. Try to reflect the philosophy and mood of the place, not merely its physical characteristics.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
planes, it’s a good idea to stick to that model. Create one simple trait that players notice, that doesn’t create too much complication at the gaming table, and that’s easy to remember. Try to reflect the philosophy and mood of the place, not merely its physical characteristics.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, revealing another room once hidden behind a secret door.
The small room is strewn with shattered pottery, a broken chest of empty drawers, and a moldering pile of clothes. A successful DC 12
east walls. The north statue depicts an elf man reclining on a bench. The south statue depicts an elf woman doing the same—but the statue has been pushed aside, revealing an open doorway behind it
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, revealing another room once hidden behind a secret door.
The small room is strewn with shattered pottery, a broken chest of empty drawers, and a moldering pile of clothes. A successful DC 12
east walls. The north statue depicts an elf man reclining on a bench. The south statue depicts an elf woman doing the same—but the statue has been pushed aside, revealing an open doorway behind it
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
heroes of pulp adventure are often able to overcome seemingly impossible odds. One way to reflect this is to use the optional hero points rule from chapter 9 of the Dungeon Master’s Guide. This is
? This isn’t something every group will enjoy, and you never want players to feel as though they can’t succeed. But for some groups, this sort of collaboration can produce a compelling story and a sense of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Aberration, revealing a 5-foot-diameter gap in the wall, but it attacks any other creature. Destroying the gibbering mouther leaves the gap in the wall unguarded. D3: Void Striders The structure
. At your discretion, additional pairs of whistlers (detailed at the end of this adventure) and groups of 2d4 gibbering mouthers menace the characters as they return to the portal.