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Returning 35 results for 'containing released game to have relies'.
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containing revealed game to have rules
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containing released game to have rules
containing related game to have rules
continuing released game to have rules
Monsters
Monster Manual
released. The hag can create a new bag after 7 days.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach
raised from the dead until its soul is released.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save
Magic Items
Baldur’s Gate: Descent into Avernus
This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and
immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.
While
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
circumstance, Nafas relies on adventurers—whom he considers the living manifestations of a wish granted—to respond to these calls.
To friendly adventurers and weary travelers along the
Magic Items
Vecna: Eve of Ruin
Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him.
The crown is made of burnished and entwined metal rods. To attune to it
chosen creature’s appearance exactly, including its voice. Your size and speed are replaced by the chosen creature’s. You otherwise retain your own game statistics. While in this new form
Monsters
The Book of Many Things
poison;{"diceNotation":"6d6","rollType":"damage","rollAction":"Traps (Poison)","rollDamageType":"poison"}, chosen by the villain when the villain uses this action.
Regional Effects
The region containing
":"roll", "rollAction":"Days"} days.PsychicChange Shape. The corrupter magically transforms into any creature that is Small or Medium, while retaining its game statistics (other than its size). This transformation ends if the corrupter is reduced to 0 hit points or uses a bonus action to end it.
Yeenoghu
Legacy
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Monsters
Out of the Abyss
, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls, and there are few structures or signs
, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Regional Effects
The region containing Yeenoghu’s lair is warped by his
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls (see the Monster Manual
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
Backgrounds
Baldur’s Gate: Descent into Avernus
’s clothes, and a pouch containing 10 gp
Outlander Origins
Foreigners of all kinds come to Baldur’s Gate daily, drawn by countless reasons from countless lands. The Outlander Origins
features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Baldur’s
Monsters
Storm King's Thunder
charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one
’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their supernatural
Monsters
Divine Contention
.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Thickets form labyrinthine
dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents
Backgrounds
Baldur’s Gate: Descent into Avernus
containing 10 gp
Faceless Persona
A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their
identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that’s unique to your character and suits the tone of your game.
d6
Persona
Backgrounds
Guildmasters’ Guide to Ravnica
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Backgrounds
Sword Coast Adventurer's Guide
inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp
FEATURE: INHERITANCE
Choose or randomly
prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story
Monsters
Fizban's Treasury of Dragons
in a game of dragonchess that has been going on for centuries.
2
An ancient dragon turtle serves as counsel to an empyrean court, tempering the Celestials’ passions with the dragon turtle
"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage.
Regional Effects
The region containing a dragon
Outlander
Legacy
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Backgrounds
Player’s Handbook (2014)
type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Thickets form
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Thickets
game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Against the Giants The three linked adventures that make up Against the Giants were created and originally released in 1978, during the time when Gary Gygax was still writing the Player’s Handbook
for the original AD&D game. Despite being (in a sense) older than the game itself, these adventures continue to hold a special place in the hearts and memories of D&D players of all ages. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow
released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided
die, a d20, to determine success or failure. Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
encourage you to choose the ones that fit best with your campaign’s story and with your group’s style of play. Whatever options you choose to use, this book relies on the rules in the Player’s
originally appeared in Unearthed Arcana, a series of online articles we publish to explore rules that might officially become part of the game. Some Unearthed Arcana offerings don’t end up resonating with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ability check that relies on hearing. Most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and the incessant winds have driven many to delirium and
a random form of indefinite madness, as described in chapter 8, “Running the Game.” Finishing a long rest doesn’t reduce a creature’s exhaustion level unless the creature can somehow escape the maddening winds.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
accompany the Dungeons & Dragons Basic Set. Lost in a desert, the characters stumble on the ruins of Cynidicea and its peculiar factions. Released in 1982, the adventure marks the first appearance of Zargon
originally debuted under the title The Lost Caverns of Tsojconth as a tournament adventure for the 1976 Winter Con game convention. The full version of the adventure, which takes place in the former lair of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Using Your Journal Use your journal to plan out your next game session (see “Preparing a Session” in chapter 1). Then, when the game session is over, use the journal to capture anything else of
importance that might have bearing on future sessions, such as the name of an NPC you created on the fly or a critical piece of information the characters learned. During a game session, you can use your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xarann yet, Tazirahc is determined to find him once he is released. Tazirahc rewards his liberators by sharing one Undermountain secret with them; draw a card from the Secrets Deck (see appendix C) to
determine what Tazirahc knows. Treasure Kereth, Gelgos, and Jevan each carry an obsidian scarab engraved with the insignia of House Auvryndar (25 gp). Kereth also carries a zurkhwood wand (his arcane focus) and a leather-bound spellbook containing all the spells he has prepared.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
.
Over the decades, millions of people have played D&D, and scores of writers, game designers, and artists have made their mark on it through its various editions. When our team released the current
Introduction: Welcome to Adventure This story began 50 years ago, and you’re part of it. In the 1970s, Gary Gygax and Dave Arneson created a game of make-believe that fused rules with storytelling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
poison and psychic damage. If the altar is destroyed, the shadowy rift collapses, and any creatures trapped in the extradimensional prison beyond are released. They appear in random unoccupied spaces
cave with no light sources and no exits. If the cloakers haven’t been released, they attack any creature that appears in their prison. Characters can escape the prison with a plane shift spell or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
What Are Dice For? Here are the most common uses of dice in D&D. D20 Test The 20-sided die (d20) is the most important die you’ll use in the game. It’s central to the core mechanic—called D20 Tests
—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see “D20 Tests” later in this chapter). You roll a d20 whenever your character tries to do
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
What Are Dice For? Here are the most common uses of dice in D&D. D20 Test The 20-sided die (d20) is the most important die you’ll use in the game. It’s central to the core mechanic—called D20 Tests
—the game uses to determine whether creatures succeed or fail at the things they attempt during the game (see “D20 Tests” later in this chapter). You roll a d20 whenever your character tries to do
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
originally produced in 1981 as a compilation of three adventures written in the earliest days of the game. Those adventures were created and originally released in 1978, during the time when Gary Gygax was
still writing the Player’s Handbook for the original AD&D game. Despite being (in a sense) older than the game itself, these adventures continue to hold a special place in the hearts and memories of D
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
who search the halflings’ cramped hut find a small purse containing 20 gp. The halflings have yet to decide what to buy with their ill-gotten gold. They reckon they might get a nice dragonchess set
, although neither of them knows how to play the game. The halflings have no idea their foray into grave robbing has awakened an undead creature; the thought of Froderic Dartwild exacting revenge from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Players need to feel like they’re in control of their characters, the choices they make matter, and what they do has some effect on the outcome of the adventure and on the game world. Keep that in mind
as you’re planning adventures. If your adventure relies on certain events, plan for multiple ways they might come about, or be prepared for clever players to prevent those events from happening as