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Returning 35 results for 'consumed walk role'.
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Monsters
Storm King's Thunder
resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand
with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
common apes. Although some purebloods are able to reproduce with humans, most are disgusted by the idea and would do so only if seduction is necessary for a pureblood to preserve a role as a confidant or
rather than among other creatures, including my own kind.
4
I sometimes become consumed by philosophy.
5
I believe I am superior to others of my caste.
6
I am driven by wanderlust
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
purpose. The Shadowfell is reabsorbing the demiplane.
2 Darkon is being consumed to fuel magic funneling power from Castle Avernus into the King’s Tear.
3 The Hour of Ascension was an attack
.
3 Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing.
4 Azalin escaped into his past or drew multiple versions of himself into the present
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
purpose. The Shadowfell is reabsorbing the demiplane.
2 Darkon is being consumed to fuel magic funneling power from Castle Avernus into the King’s Tear.
3 The Hour of Ascension was an attack
.
3 Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing.
4 Azalin escaped into his past or drew multiple versions of himself into the present
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
role played by artificers in the campaign and the sort of organizations you might have ties to. ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
role played by artificers in the campaign and the sort of organizations you might have ties to. ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The lightning rail and vessels powered by bound elementals and operated by the dragonmarked houses, can carry passengers as far in an hour as a horse can walk in a day. This section discusses issues
day, and most of them reach their destinations safely. The alternative is to make the journey an important part of the adventure. Travel can play a crucial role in a story, and when it does, you should give it as much time at the game table as it needs.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The lightning rail and vessels powered by bound elementals and operated by the dragonmarked houses, can carry passengers as far in an hour as a horse can walk in a day. This section discusses issues
day, and most of them reach their destinations safely. The alternative is to make the journey an important part of the adventure. Travel can play a crucial role in a story, and when it does, you should give it as much time at the game table as it needs.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Thornwell as a hook, the only councillor who takes an active role in this adventure is Mr. Dory. Anyone who talks of Dory describes him as a longtime resident of the Styes and a wealthy warehouse owner
councillors is slain, however, or the balance of power in the Styes is seriously upset, the surviving councillors will almost certainly make sure that the characters responsible don’t get to walk away from the district. The timing and details of their revenge are left up to you.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Thornwell as a hook, the only councillor who takes an active role in this adventure is Mr. Dory. Anyone who talks of Dory describes him as a longtime resident of the Styes and a wealthy warehouse owner
councillors is slain, however, or the balance of power in the Styes is seriously upset, the surviving councillors will almost certainly make sure that the characters responsible don’t get to walk away from the district. The timing and details of their revenge are left up to you.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never drips off them onto the niche, nor do the candles ever seem to be diminished or consumed. A dispel magic cast on any candle causes all the candles to extinguish, then fall to the floor and break
. 26c. Ooze Your Janitor? Just around this corner is a gelatinous cube. The first character to walk around the corner is surprised by the cube unless that character has a passive Wisdom (Perception) score
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never drips off them onto the niche, nor do the candles ever seem to be diminished or consumed. A dispel magic cast on any candle causes all the candles to extinguish, then fall to the floor and break
. 26c. Ooze Your Janitor? Just around this corner is a gelatinous cube. The first character to walk around the corner is surprised by the cube unless that character has a passive Wisdom (Perception) score
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
role played by artificers in the campaign and the sort of organizations you might have ties to. ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a
shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Even farms and freeholds a day’s walk from a city can fall prey to monsters, and no place is safe from the wrath of a dragon. This adventure takes place on Stormwreck Isle, a small island in a region
, you can have some players take on the role of two characters so the group has at least four characters. A player with two characters should treat one of them as their main character and the other as a sidekick, there to help out but probably not engaging in a lot of dialogue.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
role played by artificers in the campaign and the sort of organizations you might have ties to. ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Even farms and freeholds a day’s walk from a city can fall prey to monsters, and no place is safe from the wrath of a dragon. This adventure takes place on Stormwreck Isle, a small island in a region
, you can have some players take on the role of two characters so the group has at least four characters. A player with two characters should treat one of them as their main character and the other as a sidekick, there to help out but probably not engaging in a lot of dialogue.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a
shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt Shaman The Uthgardt are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection
to the spirit world. To be a shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt Shaman The Uthgardt are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection
to the spirit world. To be a shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from the multiverse when the illithids’ empire rises again. Some sages speculate that this attitude arose among the mind flayers because magic played an important role in the rebellion of the gith. In
eternal fate is governed by the gods. Instead, when a mind flayer’s brain is returned to the elder brain to be consumed, the creature’s intelligence lives on. Only if an illithid’s brain isn’t retrieved
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from the multiverse when the illithids’ empire rises again. Some sages speculate that this attitude arose among the mind flayers because magic played an important role in the rebellion of the gith. In
eternal fate is governed by the gods. Instead, when a mind flayer’s brain is returned to the elder brain to be consumed, the creature’s intelligence lives on. Only if an illithid’s brain isn’t retrieved
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure. One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller
they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure. One player, however, takes on the role of the Dungeon Master (DM), the game’s lead
what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
damage.
Dimetrodon This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile. Dimetrodon
Medium Beast
Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Quetzalcoatlus This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure. One player, however, takes on the role of the Dungeon Master (DM), the game’s lead
what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure. One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller
they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
damage.
Dimetrodon This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile. Dimetrodon
Medium Beast
Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Quetzalcoatlus This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
goblins, worgs, and their ilk. The deeper one goes, the more otherworldly the woods become, with fey creatures leading travelers astray — or to their doom. Even the High King’s rangers walk the forest with
ago, she seemed to be consumed by the power of Umberlee, and she drove her followers on a mad quest to control the Sea of Swords. When at last she was defeated at sea, she and her ship vanished into the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
from the Guild Contact table to determine your immediate contact within the guild. Guild Contact d6 Contact 1 The Perfectionist. Your contact is a skilled but obsessive creator consumed with the
guild and the backgrounds frequently associated with each role. Guild Representative Roles Role Backgrounds Researcher Acolyte, Entertainer, Guild Artisan, Sage Negotiator Charlatan, Entertainer
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
from the Guild Contact table to determine your immediate contact within the guild. Guild Contact d6 Contact 1 The Perfectionist. Your contact is a skilled but obsessive creator consumed with the
guild and the backgrounds frequently associated with each role. Guild Representative Roles Role Backgrounds Researcher Acolyte, Entertainer, Guild Artisan, Sage Negotiator Charlatan, Entertainer
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
goblins, worgs, and their ilk. The deeper one goes, the more otherworldly the woods become, with fey creatures leading travelers astray — or to their doom. Even the High King’s rangers walk the forest with
ago, she seemed to be consumed by the power of Umberlee, and she drove her followers on a mad quest to control the Sea of Swords. When at last she was defeated at sea, she and her ship vanished into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, rough-hewn tunnels carved into the sides of cisterns. The underground river then resumes its natural course, eventually emptying into the Underdark. Creatures can walk along a stone ledge that hugs the
outnumbered. They try to stun as many characters as possible, then gather reinforcements from area 12h. Most of the grimlock’s brain is consumed by the time the characters arrive. Short of a raise dead
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, rough-hewn tunnels carved into the sides of cisterns. The underground river then resumes its natural course, eventually emptying into the Underdark. Creatures can walk along a stone ledge that hugs the
outnumbered. They try to stun as many characters as possible, then gather reinforcements from area 12h. Most of the grimlock’s brain is consumed by the time the characters arrive. Short of a raise dead